all work

duolingo usability study

ten moderated sessions on the app everyone has an opinion about. the headline finding wasn’t that notifications are annoying — it’s that people couldn’t tell whether they’d managed to turn them off.

the duolingo app open on intro to spanish, unit 1, with the owl mascot and a start button

drop duolingo.jpg into assets/img/ — landscape, 16:9

role

usability researcher — moderating, notetaking, analysis

team

four researchers: ashlyn b. aske, michelle pearman, gene wang, and me

method

10 moderated sessions, 40–60 min, four tasks, in person and over zoom

output

five severity-rated findings with recommendations

the question

duolingo has an abundance of teaching material wrapped in a gamified shell, and a public reputation for being pushy with reminders. the criticism we kept finding was about cognitive overload — so rather than ask whether people liked the app, we evaluated the clarity of its systems and looked for inefficiencies that could be streamlined.

who we tested with

ten participants, split deliberately: five who had never opened the app and five with some prior exposure, regardless of how long ago. everyone screened for the latin alphabet, a smartphone, and the free tier — the version a first-time user actually meets.

we ended up analysing both groups together rather than comparatively, because the “experienced” participants turned out to have limited or outdated experience. that was a judgement call made during analysis, and worth naming: the comparison we designed for wasn’t the one the data supported.

how it ran

  • 40–60 minute moderated sessions, in person or over zoom, with two researchers in every session — one moderating, one taking notes. consent covered audio and screen recording.
  • four tasks: set the app up as a first-time user; start a first lesson in a language you’ve never studied; set up a user profile; and adjust how many push notifications you get.
  • visual thematic analysis in figjam across notes and recordings.
  • a “wrong turns” count per task as a light behavioural measure alongside the qualitative data.

what worked

worth stating first, because it shaped how we prioritised: the app is genuinely navigable. no task produced more than one wrong turn per participant, and the path from step to step was clear and unidirectional. six of ten volunteered that they liked the aesthetic — the word that kept coming up was “cute” — and one noted that having a character helps for something that could otherwise be dry.

so the problems below aren’t navigation problems. they’re feedback, vocabulary, and architecture problems.

five findings, rated 1 to 5

we ranked every finding on a 1–5 severity scale so the team had a running order, not just a list of complaints. highest first.

severity 5 — highest

notification navigation

  • 10/10hit something here
  • 7/10couldn’t find the settings
  • 16notification types, across 4 pages
  • 0.375″buttons, under the 0.4″ minimum

there’s a bell icon. bells mean notifications in most people’s mental model. it leads somewhere unrelated. the settings actually live under the profile.

that’s a weird place for it to be

P5

then the adjustment itself: each category on its own page, which you open, change, back out of, and re-enter. four of ten called the settings page inefficient to scroll. three asked unprompted for one button to silence everything.

we measured the buttons against nielsen norman group’s 0.4″ minimum touch target. we couldn’t measure the true touch target, so we reported that honestly rather than claiming an accessibility failure we hadn’t established.

recommended change the bell icon · make settings sections collapsible · drop the page-per-category pattern · add a kill switch · enlarge the buttons

severity 4 — high

no confidence that it worked

  • 6/10weren’t sure they’d turned notifications off

the only feedback is an icon greying out, and participants expected a toggle. the app’s reputation compounds it — several said they wouldn’t expect duolingo to let them leave easily, because of the memes.

I don't know if I turned off the notifications or not. I can go to my iPhone settings to turn it off — that's another way

P1

people leaving your app to verify your app is a feedback failure, not a preference.

recommended a save action leading to a confirmation screen, matching the end screens duolingo already uses everywhere else

severity 3 — mid

unclear terminology

  • 6/10confused by duolingo-specific terms
  • 3asked what “smart scheduling” meant

streak freezes, hearts, smart scheduling, personalized practice, unlimited legendary — none defined anywhere.

Unlimited hearts — I still have no idea what that means. […] I can't really click on these to learn more

P2, on the premium page

the upsell page is the worst case: several undefined terms at once, on the screen asking you to pay for them.

recommended define the terms during onboarding · give users a glossary they can reach at any time

severity 2 — low

branding and gamification cut both ways

  • 6/10liked the aesthetic — “cute”
  • 6/10criticised hearts, xp or streaks
  • 3/10said the aesthetic actively detracted

Too much gamification would mean you're more invested in these streaks rather than the point behind it

P3

the same features drew praise and criticism from the same number of people. on hearts, P10: “good to motivate people […] but I feel like it could also be very discouraging, especially if you're new”.

recommended we deliberately did not recommend a redesign. with evidence this split, the honest call is more research before touching something load-bearing — and meanwhile, let users turn off animations

severity 1 — lowest

a profile that is finished and also isn’t

  • 10/10found profile onboarding intuitive
  • 6/10confused that it still asked them to finish

progress bar, clear end screen confirming the profile was created — and then a “Complete your profile” prompt still sitting there. their mental model says a profile gets set up in one place, once.

clicking through doesn’t help: people skip the optional extras, get told “Looking good!”, and the prompt stays. praise language reads as completion, so a persistent prompt reads as a bug.

left, the complete your profile prompt still showing on the profile page; right, the end screen reading looking good
left: the prompt that stays. right: the end screen that says you’re done.

recommended merge the two flows into one · fix the text hierarchy on the end screen so it says what actually happened

a delighted user and a confused user can look the same in the moment. the gamification was doing both at once, to different people, and the severity scale is what kept us from acting on the loudest voice.

what i’d carry forward

the severity rating did real work here. notifications were the thing everyone wanted to talk about, but the finding that earned severity 5 was discoverability and effort, while the genuinely contested question — gamification — got a 2 and a recommendation to go learn more rather than redesign. ranking findings is how a study stops being a list of complaints and starts being a plan.

i now teach exactly this in hcde 417, and i use this study as the worked example — including the part where our new-versus- experienced comparison collapsed and we had to say so.

summary of the study's five findings
the five findings, as presented to the team

the full results report

17 pages — objectives, participants, method, the five areas of opportunity with severity ratings and recommendations, and the appendix. written with ashlyn b. aske, michelle pearman and gene wang.