Work
  • Product Designer
  • UX Research
  • Design Systems

Immersive Japanese learning inside the anime and manga you already enjoy

A Japanese learning app where learners look up words while watching anime or reading manga, save them as scene-linked flashcards for spaced review, and choose content rated by how much of it they’ll understand.

GIFHero walkthrough883 × 662 · 4:3 landscape · loops, no sound

Snapshot

Role

Product designer, solo

Timeline

6 weeks, June–July 2025

Overview

ImmerLingo builds lessons into the shows, manga and games learners already enjoy. Watching and studying become the same thing.

Scope

  • Core loop: watch → mine → review
  • Progress tied to the media learners follow
  • Out of scope: animation and micro-interactions, music and lyrics (60% of respondents were interested).

Constraints

  • Solo and self-initiated, 6 weeks
  • Japanese only (43% of learners are learning it)
  • Dense by design for committed learners

Process

  1. 01Discovery & synthesis
  2. 02Structure & visual direction
  3. 03Design system
  4. 04Hi-fi design

Why Japanese

43% of learners surveyed are learning Japanese, the most of any foreign language, so the concept starts there.

Here's the problem it started from.

The problem

Learners quit because their apps ignore the shows that made them start.

ImageLearners describe the same problem in their own words
A YouTube commenter

The app barely teaches grammar. You just repeat sentences without ever understanding why they’re structured that way.

123
Why Duolingo Feels Useless

It’s all translation drills and streaks. Fun at first, but after months I realized I was memorizing phrases, not learning how to speak.

101
A Reddit Userr/German

Avoid Duolingo, it's dreadful… it’s a gamification of language learning which hinders rather than helps IMO

123
Doume forum Useru/Doume

Seems gamification is good to keep one involved... But it shifts the focus from learning the language to earning XP, crystals... Why I feel that I know almost nothing then

456
A Reddit Userr/Unpopularopinion

I detest Duolingo ... The actual level of language being taught even in longer courses is so basic as to be useless … reliance on translation as a teaching method which causes a LOT of problems…

112
A Reddit Userr/LanguageLearningCirclejerk

Avoid traditional language learning — endless grammar drills and word lists masquerade as progress, yet they kill motivation and never build real fluency.

415
A Reddit Userr/German

Avoid Duolingo, it's dreadful… it’s a gamification of language learning which hinders rather than helps IMO

123
Doume forum Useru/Doume

Seems gamification is good to keep one involved... But it shifts the focus from learning the language to earning XP, crystals... Why I feel that I know almost nothing then

456
A Reddit Userr/Unpopularopinion

I detest Duolingo ... The actual level of language being taught even in longer courses is so basic as to be useless … reliance on translation as a teaching method which causes a LOT of problems…

112
A Reddit Userr/LanguageLearningCirclejerk

Avoid traditional language learning — endless grammar drills and word lists masquerade as progress, yet they kill motivation and never build real fluency.

415
A Reddit Userr/Japanese Course

I finished the entire Japanese course but couldn’t read a simple children’s book or understand basic spoken Japanese. I had to start almost from scratch with proper textbooks.

789
A Reddit Userr/Unpopularopinion

I detest Duolingo ... The actual level of language being taught even in longer courses is so basic as to be useless … reliance on translation as a teaching method which causes a LOT of problems…

112
A Reddit Userr/LanguageLearningCirclejerk

Avoid traditional language learning — endless grammar drills and word lists masquerade as progress, yet they kill motivation and never build real fluency.

415
A Reddit Userr/Japanese Course

I finished the entire Japanese course but couldn’t read a simple children’s book or understand basic spoken Japanese. I had to start almost from scratch with proper textbooks.

789
A YouTube commenter

The app barely teaches grammar. You just repeat sentences without ever understanding why they’re structured that way.

123
Why Duolingo Feels Useless

It’s all translation drills and streaks. Fun at first, but after months I realized I was memorizing phrases, not learning how to speak.

101
A Reddit Userr/Japanese Course

I finished the entire Japanese course but couldn’t read a simple children’s book or understand basic spoken Japanese. I had to start almost from scratch with proper textbooks.

789
A YouTube commenter

The app barely teaches grammar. You just repeat sentences without ever understanding why they’re structured that way.

123
Why Duolingo Feels Useless

It’s all translation drills and streaks. Fun at first, but after months I realized I was memorizing phrases, not learning how to speak.

101
A Reddit Userr/German

Avoid Duolingo, it's dreadful… it’s a gamification of language learning which hinders rather than helps IMO

123
Doume forum Useru/Doume

Seems gamification is good to keep one involved... But it shifts the focus from learning the language to earning XP, crystals... Why I feel that I know almost nothing then

456
Why Duolingo Feels Useless

It’s all translation drills and streaks. Fun at first, but after months I realized I was memorizing phrases, not learning how to speak.

101
A Reddit Userr/Unpopularopinion

I detest Duolingo ... The actual level of language being taught even in longer courses is so basic as to be useless … reliance on translation as a teaching method which causes a LOT of problems…

112
A YouTube commenter

The app barely teaches grammar. You just repeat sentences without ever understanding why they’re structured that way.

123
Doume forum Useru/Doume

Seems gamification is good to keep one involved... But it shifts the focus from learning the language to earning XP, crystals... Why I feel that I know almost nothing then

456
A Reddit Userr/Japanese Course

I finished the entire Japanese course but couldn’t read a simple children’s book or understand basic spoken Japanese. I had to start almost from scratch with proper textbooks.

789
A Reddit Userr/German

Avoid Duolingo, it's dreadful… it’s a gamification of language learning which hinders rather than helps IMO

123
A Reddit User

I started learning with the hope of watching my favorite shows without subtitles, but after months of drills and memorizing random phrases, I can barely follow anything. It feels pointless when I never learn the stuff actually used in real content.

789

Full detail:5W1H breakdown, constraints and timeline

Two learners showed this most clearly.

The learners

Two learners, two levels, one need: real content they can follow.

Who I designed for

Composites of 52 survey responses and 5 interviews. Split by level: 53% of learners feel unsure, like Piyush; 18% feel confident, like Orin.

Piyush, a young man in round glasses wearing a paper crown, making a peace sign

Piyush Pahariya

The starter · Beginner path

  • 24 Years old
  • Pune, India
  • Part-time Barista

“I want to watch One Piece without subtitles, but I can't read hiragana yet.”

  • Absolute beginner
  • Tried apps, quit
  • Can't read kana yet
  • Planning a Japan trip
Design implication

Needs to start from zero without feeling lost.

→ Start from a show he picked, with the scene's words taught first.

Goals

  • Follow the anime he already loves, starting from zero: kana, basic words, then real episodes.
  • Pick up casual, spoken Japanese for a future trip, not textbook phrases.

Pain Points

  • Real content is too hard on day one, so he falls back to drills that feel pointless.
  • Words learned yesterday vanish, because nothing brings them back in context.
Piyush, the starter: beginner path
Orin, a smiling young man with curly hair, glasses and a beard, in a black jacket

Orin Tyagi

The miner · Content-driven path

  • 18 Years old
  • Bangalore, India
  • Student with Tech Internship

“I want to read all the untranslated light novels and play Japanese indie games without waiting for dub patches.”

  • Knows kana
  • Reads manga & light novels
  • Plays JP indie games
  • Self-directed
  • Uses flashcards
  • Learns by reading
Design implication

Needs to grow vocabulary from what he already reads.

→ One-tap mining from video and text, with cards that keep the scene.

Goals

  • Read untranslated manga, light novels and Japanese games as they release.
  • Turn every new word he meets into one he actually remembers.

Pain Points

  • Hard to find content at his level: too easy is boring, too hard stalls him.
  • Building flashcards by hand breaks the reading flow and loses the context.
Orin, the miner: content-driven path

Where Piyush's motivation drops, and where ImmerLingo steps in

Piyush starts excited, then stalls on content he can't follow. Each dip marks where the product has to help.

DoingThinkingImmerLingo
  1. 01Starts

    Doing: Downloads anime and manga enthusiastically

    Thinking: "I'm going to learn the natural way!"

    Feeling: Excited

    ImmerLingo: No help needed yet

  2. 02Collects

    Doing: Curates an immersion library by content type

    Thinking: "So much authentic content to explore!"

    Feeling: Inspired

    ImmerLingo: No help needed yet

  3. 03First episode

    Doing: Opens the first episode, understands nothing, tries another

    Thinking: "Wait… I don't understand anything at all"

    Feeling: Confused

    ImmerLingo: Know how much you'll follow before pressing play

    Media detail · fit %

  4. 04Grinds

    Doing: Pauses every three seconds to look up words

    Thinking: "My brain hurts from all this effort"

    Feeling: Drained

    ImmerLingo: Look up a word without leaving the scene

    Player · word card

  5. 05Doubts

    Doing: Compares progress to others, considers quitting

    Thinking: "Maybe I'm just not good at languages"

    Feeling: Defeated

    ImmerLingo: See your own gain: 76% → 84% by episode 3

    Episode end

Feeling+−
😊Excited
😄Inspired
😕Confused
😮‍💨Drained
😖Defeated
Piyush's emotional journey, and where ImmerLingo steps in

Full detail:Stage-by-stage experience flow

I needed to know how common their story was.

Research

Learners want to learn through media, and the research backs them.

Four methods

A survey of 52 people, 5 interviews, a competitive audit and desk research. Each one fed the principles that follow.

Interviews

I interviewed 5 learners across Bangalore, Guwahati, Delhi, Pune and Gwalior. I asked how they practise, what frustrates them and why they quit.

  • Explain the numbers

    Find the reasons and feelings behind the survey answers.

  • Find the friction

    Spot the moments learners drop out of content-based learning, and why.

  • Test the idea

    See how learners react to learning inside entertainment, and what would stop them using it.

Survey

A survey with branching logic reached 52 people across India, 38 of them active learners. It tested my assumptions and sized their needs.

The want is there. The follow-through isn't.

What they say they wantstated preferences · base varies

  1. 27of 37

    W1Words in context, from shows and books73%

    , 95% range 57–84%
  2. 27of 38

    W2Tap-to-translate subtitles71%

    , 95% range 55–83%
  3. 32of 52

    W3Learning through anime and TV62%

    , 95% range 48–73%

How to read this

Line = 95% range. Where lines overlap, the gap isn't meaningful: S1 leads but overlaps S2–S3, and S2–S6 are effectively tied.

52 responses, 6–15 June 2025. Only the 38 who had tried learning a language saw the challenge questions. Multi-select, so rows don't add to 100%. Self-selected and small: directional, not representative.

What stops themof 38 who have tried learning

  1. 26of 38

    S1No one to practise with · most-cited68%

    , 95% range 53–81%
  2. 20of 38

    S2Feel unsure using the language53%

    , 95% range 37–67%
  3. 19of 38

    S3Forget what they learned50%

    , 95% range 35–65%
  4. 17of 38

    S4Lose motivation45%

    , 95% range 30–60%
  5. 17of 38

    S5Lessons too grammar-heavy45%

    , 95% range 30–60%
  6. 17of 38

    S6Not engaging enough45%

    , 95% range 30–60%
  7. 11of 38

    S7Rarely or never practise29%

    , 95% range 17–45%
Survey of 52 people across India, 38 of them active learners

Competitors

I audited apps, browser extensions and SRS tools: what each does well, and what learners still lack.

ToolWhat it does wellWhere ImmerLingo is positioned
DuolingoStrong daily habit loop and polished onboarding for beginners.Learners in my research said drills don't transfer to real content. ImmerLingo builds practice on the shows and books they already follow.
AnkiFlexible, powerful spaced-repetition engine.Cards are built and maintained by hand. ImmerLingo creates cards at the moment of discovery, with the original sentence and scene.
Language ReactorDual subtitles and word lookup on Netflix and YouTube.Deeper review typically relies on exporting to Anki. ImmerLingo keeps lookup, mining and review in one loop.
MigakuClosest competitor: subtitle lookup, context-rich flashcards, known-word tracking and comprehension stats.Overlaps on the core loop. ImmerLingo's bet: a guided start for beginners, and progress framed around the series a learner follows.
How ImmerLingo sits against existing tools
  • 72%

    of people in India prefer watching content in other languages with subtitles.

    — YouGov India (2019)

  • Immersion > points

    Immersion-based approaches retained better long-term than point-based gamification.

    — Frontiers (2024)

  • Time & resources

    Self-directed learners struggle most with time management and finding good material.

    — ResearchGate review (2024)

Three findings from published studies

Full detail:SWOT, full source quotes and published studies

Insights

Motivation dies where study and entertainment split apart.

What interviews added

“I'll see a word, and then a week later, it's gone.” — Interviewee, Bangalore

Context beats drills4 notes

  • Vocabulary sticks better in shows and books than in drills
  • Pop culture is the main reason they're learning
  • Familiar scenes make words easier to recall
  • Tools work best when they live inside the media

Motivation fades fast5 notes

  • 45% lose motivation along the way
  • Grammar-heavy lessons feel like homework
  • Streaks build habit, not proof of progress
  • Yesterday's words are gone today
  • No one to practise with: the #1 challenge (68%)

Learning and watching are split4 notes

  • Apps force a choice: fun or learning
  • Pausing to look up words breaks immersion
  • Saving words and reviews should happen inside the media
  • Casual and professional learners need different content
Interview findings, clustered
  • Context beats drills

    A library of the content they already love

    Learners said vocabulary sticks in shows and books, not drills. So the curriculum is anime, manga and novels, each rated by how much of it you'll follow.

    ImmerLingo library screen, “Shows you can follow tonight”: media-type tabs, fit filters such as Stretch 80–94% and Comfortable 95%+, and a “Right for you” row of anime titles.
  • Motivation fades fast

    Progress that means something

    Streaks kept learners consistent but didn't prove progress. Stats tracks known words, minutes of Japanese and active days a week, with no streak to break.

    ImmerLingo stats screen, “October so far”: 2,398 known words, 268 minutes of Japanese, 214 words saved, 87% remembered in review, a known-words line chart and a 5-days-a-week goal grid.
  • Learning and watching are split

    Look up words without leaving the scene

    Pausing to look things up broke immersion. A hover lookup sits on the subtitle and resumes playback the moment you move on.

    ImmerLingo player: a hover word card for 閉める (to close) over an anime scene, with tags, meanings, and Save card, Edit card and Explain line actions above the subtitle.
Each insight and the screen it led to

Three insights, three questions to answer.

From insight to principle

Three insights became one question and three principles.

The job, the question, the filter

Jobs to be done framed what learners want. One question framed the challenge. Three principles decided what made the cut.

The job learners hire ImmerLingo for

Learners don't hire a language app to conjugate verbs. They hire it to understand the drama, manga or game they already love.

Functional Outcome

  • Tap-to-translate and context-aware explanations for any on-screen text or dialogue.
  • Automatic vocabulary capture and review tied to specific scenes or gameplay.
  • Grammar explained from the exact line on screen, with a five-minute lesson when the learner wants one.

Emotional Outcome

  • Sustained flow state—no friction between “watch/read/play” and “learn.”
  • Confidence that progress is meaningful (not just app streaks).
  • Authentic connection to culture—feeling like a fan, traveller, or colleague rather than a student.
Jobs to be done: what learners hire ImmerLingo for

Full detail:Full friction list and complete JTBD

The design challenge

How do you show detailed progress without clutter, and match every learner to content at their level?

How might we…

Each insight, reframed as a question to design against.

  • Learn inside the media

    How might we turn watching, reading and playing into small learning moments, without breaking the flow?

  • Progress you can feel

    How might we tie progress to episodes watched and chapters read, so milestones feel real?

  • Practice with others · after v1

    How might we fit low-pressure speaking practice into fans' routines? Parked: v1 covers listening and reading.

  • Keep the fandom fun

    How might we keep the joy of fandom, so learning feels like being in the know, not homework?

  • Help only when asked

    How might we show grammar tips only when learners want them, so help never feels like a lecture?

Core principles

Three principles filtered every feature.

The filter

Any feature that didn't serve at least one principle was cut.

  • Immersion First

    Learn from real shows, manga and games, not textbook dialogues.

    DrivesLibrary · comprehension % per show

  • Active Recall

    Remember words by retrieving them on a schedule, not by re-reading.

    DrivesSRS deck · Scene-linked cards

  • Unified Experience

    One system, not scattered tools. Watch, look up, mine and review in one place.

    DrivesHover lookup · One watch → mine → review loop

The evidence behind the principles

Each published finding below maps to a principle and the feature it shaped.

EvidencePrincipleIn ImmerLingo

Spacing out repeated encounters with material produces superior long-term learning; retrieval beats re-reading.

Kang (2016) · Karpicke & Roediger (2008)

→Active Recall→

SRS deck that resurfaces each mined word just before it's forgotten, graded Again / Hard / Good / Easy.

Authentic materials raised learners' observed motivation compared with artificial textbook materials.

Peacock (1997)

→Immersion First→

A media library of anime, manga and novels as the curriculum, instead of scripted dialogues.

Learners acquire language through comprehensible input pitched just beyond their current level.

Krashen (1982), Input Hypothesis

→Immersion First→

A comprehension score on every title, benchmarked against a recommended level before the learner commits.

Managing cognitive load and presenting information in small chunks improves second-language learning.

Sweller (1988) · Mayer (2009)

→Unified Experience→

Hover lookup inside the player: meaning, reading and one-click mining without leaving the scene.

Each finding, the principle it supports and the feature it shaped

From insight to decision

Each v1 decision cites the findings it rests on, from the survey (W, S) and the interviews. The most-cited blocker was left out of v1 on purpose, and the table says why.

EvidencePrinciplev1 decision
W1W3S6

They want words from shows and books; drills feel unengaging.

→Immersion First→

Start from a show, in a library rated by how much you'll follow

Pick a show · Library · fit %

W2

Tap-to-translate was the most-wanted help while watching.

→Unified Experience→

Look up or explain a line without leaving the scene

Word card · Explain this line

S3Interviews

Half forget what they learned. "A week later, it's gone."

→Active Recall→

Saved words come back with the scene they came from

Review · 10 new cards a day

S2S5

Many feel unsure, and lessons feel too grammar-heavy.

→Immersion First→

Grammar from the line you stopped on, in five-minute lessons

Explain → Saved for later · Lesson

S4S7

Motivation fades and practice lapses.

→Unified Experience→

One small plan for tonight; progress without a streak to break

Today · Stats

S1No one to practise with · 26 of 38, the most-cited blockerNot in v1

WHY
Real conversation needs other people: a user base and moderation a first release won't have. v1 tests first whether watching and review alone build retention.
MEANWHILE
Listen-first lesson steps and native audio on every card keep listening and speaking in reach.
REVISIT WHEN
Solo retention holds at D30, and practice is still the top blocker in follow-up surveys.
Each v1 decision and the findings behind it

With the principles set, I mapped the app around one loop.

Shaping the loop

One loop structures the app: watch, mine, review.

Information architecture

I organised the app around the core loop. Learning tools sit next to the content, not in separate menus.

ImageInformation architecture

First session · no level test, straight into a show

  1. 0.1Pick a show
  2. 0.2Warm-up
  3. 0.3First watch
  4. 0.4Scene summary
  5. 0.5Practise
  6. 0.6Second watch
  7. 0.7Day-1 home
  8. Today

ImmerLingo

  • 1.0Today

    • 1.1Tonight's plan
    • 1.2Continue
    • 1.3This week
  • 2.0Library

    • 2.1Show & episodes
    • 2.2Warm-up
    • 2.3Player
    • 2.3.1Word card
    • 2.3.2Card creator
    • 2.3.3Explain this line
    • 2.3.4Player settings
    • 2.3.5Episode end
  • 3.0Read

    • 3.1Novel reader
    • 3.2Manga reader
  • 4.0Learn

    • 4.1Courses
    • 4.1.1Grammar
    • 4.1.2Katakana
    • 4.2Lesson · 3 steps
    • 4.3Unit check
    • 4.4Reviews & decks
    • 4.4.1Review
  • 5.0Dictionary

    • 5.1Search
    • 5.2Entry
  • 6.0Stats

    • 6.1Progress by medium
    • 6.2Settings
    • 6.3Downloads

The player is the hub of the loop: Today, Library, Learn's lesson clips and Review all open into it.

How the top level shows up on each device

Desktop · sidebar

  • Today
  • Library
  • Read
  • Learn
  • Dictionary
  • Stats

Settings in the footer

Tablet · rail

  • Today
  • Library
  • Read
  • Learn
  • Dictionary
  • Stats

Same six, icons only

Phone · tab bar

  • Today
  • Library + Read
  • Learn
  • Dictionary
  • You · Stats + Settings

Five tabs

Sketches

Quick iPad sketches to test layouts and interactions before committing to a structure.

ImageEarly sketches
Six hand-drawn iPad layout sketches: a progress dashboard with level bars and a study streak, an empty player with controls, a media library with level filters, a dictionary with a card creator panel, a player with SRS and course shortcuts, and a dictionary settings list.

Wireframes

Low-fidelity wireframes to check flow and hierarchy before any visual decisions.

ImageLow-fidelity wireframes
Grid of greyscale low-fidelity wireframes: a dashboard with stats, a Today list of episode cards, a library grid filtered by medium and level, a dictionary search beside a card creator form, and a reading view.

Here's that loop, through one evening with Piyush and Orin.

The experience

One evening, two learners: Piyush starting out, Orin going deeper.

First session, then every evening

Both start the same way, then come back every evening. Piyush leans on warm-ups and the rewatch; Orin on mining and help that fades.

Part 1

The first ten minutes

InteractivePick a show

Start from a show, not a level test.

Pick a show, desktop screen
123
  1. 1

    Taste first

    Learners pick what they want to watch; that ownership carries them through a hard first scene.

  2. 2

    Difficulty in plain words

    Each show says how it sounds (everyday, fast, wordplay), so beginners choose by ear.

  3. 3

    A small first commitment

    Selecting a show sets expectations: six words, a 40-second scene, about three minutes.

“I don't know my level. I know what I want to watch.” — Piyush

Pick a show · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveWarm-up cards

Learn the scene's words before the scene.

Warm-up cards, desktop screen
123
  1. 1

    Six words first

    So the very first watch is one a beginner can follow.

  2. 2

    The word in its line

    The answer shows the exact line it's spoken in, so it's remembered with its moment.

  3. 3

    Anki-style grading

    Again, Hard, Good, Easy and the same keys, so Anki users have nothing new to learn.

Warm-up cards · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveHover lookup

Look up a word without stopping the story.

Hover lookup, desktop screen
123
  1. 1

    Hover, don't click

    Resting on a word opens its meaning above the subtitle.

  2. 2

    Pauses only while you read

    Moving away resumes the scene, without replaying the line.

  3. 3

    Every lookup ends in a choice

    Save, explain, mark as known or ignore.

“I was pausing every three seconds. I just want to hover and keep watching.” — Piyush

Hover lookup · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveScene summary

See what you understood, then practise what you didn't.

Scene summary, desktop screen
123
  1. 1

    A score without a quiz

    57% is worked out from what you looked up while watching.

  2. 2

    Every shaky word

    Lookups plus warm-up words still settling, so nothing slips through.

  3. 3

    Practise, then rewatch

    The deck ends when each word sticks, then the scene plays again.

Scene summary · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveJapanese-only rewatch

Watch it again, in Japanese only.

Japanese-only rewatch, desktop screen
123
  1. 1

    No English this time

    No translation line and no fallback.

  2. 2

    The scene is the test

    Following it without English shows the practised words landed.

  3. 3

    Readings only where needed

    Furigana stays only on words you saved.

Japanese-only rewatch · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveSecond-watch summary

Show the progress, then ask for the habit.

Second-watch summary, desktop screen
123
  1. 1

    57% → 100% of the scene's words

    The same scene, before and after practice.

  2. 2

    Next time adjusts

    It starts in Japanese, with readings only on saved words.

  3. 3

    Ask at the high point

    Daily time is asked after the win, never up front.

Second-watch summary · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00

Design decision

Start from a show, not a test

Insight
A level test up front asked people to judge themselves before seeing anything, with two setup steps before any content.
Decision
Onboarding starts with a show, warms up on six words, plays the scene, practises, then rewatches in Japanese only. Placement comes from behaviour.
Tradeoff
No placement result up front, so the first scene must suit a beginner; the easiest show is suggested first.

Part 2

Every evening after

InteractiveToday

Open the app and know what to do tonight.

Today, desktop screen
123
  1. 1

    One episode, ready

    Tonight's episode on top, with how much of it you'll understand.

  2. 2

    A plan that fits the evening

    A saved lesson, warm-up, watch and review, sized to the time you set.

  3. 3

    Help level, explained

    Shown with a Why?, so changes never feel arbitrary.

“Tell me what to do tonight. I'll say if I disagree.” — Orin

Today · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveMedia detail

Know how much you'll follow before you press play.

Media detail, desktop screen
123
  1. 1

    An honest number

    82% of this show's words, labelled a stretch fit, with the bands shown.

  2. 2

    Every episode rated

    Each episode shows the share of words you know; red marks a tough one to warm up for.

  3. 3

    A short warm-up

    The 8 most repeated new words, about two minutes. All 18 is a choice, not the default.

Media detail · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveWarm-up

Learn the episode's key words before pressing play.

Warm-up, desktop screen
123
  1. 1

    Words from this episode

    Each with how often it's said and the clip it's said in.

  2. 2

    Progress you can see

    Every word learned raises how much you'll follow: 82% → 85% so far.

  3. 3

    Never in the way

    Mark known words in one tap, or skip to the episode.

Warm-up · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractivePlayer

Subtitles that show what you know.

Player, desktop screen
123
  1. 1

    Colour shows status

    New words blue, learning amber, known plain, so attention goes where it's needed.

  2. 2

    English only when needed

    English appears only when you know less than 80% of a line's words, a second after the Japanese.

  3. 3

    Progress in view

    Known words, comprehension and help level stay in the top bar.

Player · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveCard creator

Save a word without leaving the scene.

Card creator, desktop screen
123
  1. 1

    Filled from the scene

    Word, sentence, translation and definition arrive filled in; change only what you want.

  2. 2

    The moment comes with it

    Line audio and a frame from 04:27 are attached, so reviews bring the scene back.

  3. 3

    A cap you can see

    7 of 10 new cards today, so tomorrow's reviews stay manageable.

Card creator · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveExplain this line

When the whole line is confusing, explain the line.

Explain this line, desktop screen
123
  1. 1

    Worth stopping for

    The one action that pauses the scene, because a breakdown needs full attention.

  2. 2

    Piece by piece

    Grammar and nuance in plain English.

  3. 3

    Checked and labelled

    Marked as AI, checked against a dictionary, with a way to report mistakes.

“I know every word, but not why she said it that way.” — Orin

Explain this line · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveSaved for later

Save the grammar for later. Keep the story going.

Saved for later, desktop screen
123
  1. 1

    Saved by default

    One click files ~ちゃう for later, up to three per episode, so the list at the end stays short.

  2. 2

    The story keeps going

    The scene is one key from playing again, and the lesson waits at the episode's end.

  3. 3

    Open now, if you'd rather

    Anyone who wants the lesson straight away is still one click from it.

Saved for later · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveEpisode end

End each episode with progress, and a little less help.

Episode end, desktop screen
123
  1. 1

    Progress in the show's terms

    84% of episode 3, up 8 points since episode 1.

  2. 2

    Help steps back, with a reason

    Episode 4 shows English on fewer lines, because you looked up fewer words this time.

  3. 3

    The learner decides

    Keep the current help in one click, or see why it changed.

Episode end · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveLesson · the pattern

Five minutes on the grammar you stopped on.

Lesson · the pattern, desktop screen
123
  1. 1

    The pattern, then every form

    ~ちゃう built from its parts, with every form in one table and native audio for each row.

  2. 2

    Two meanings, two lines

    Done completely, or didn't mean to: each with its own example.

  3. 3

    Heard in the show

    A clip from Kissaten no Yoru, picked because it gives nothing away about the story.

Lesson · the pattern · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveLesson · listen first

Hear it before you read it.

Lesson · listen first, desktop screen
123
  1. 1

    Subtitles hidden

    A scene from episode 2 plays with no text, so the ear does the work.

  2. 2

    Slow it down

    Replay, or drop to 0.75×, before choosing what she said.

  3. 3

    Feedback that teaches

    The answer explains why 食べちゃった fits and the other two don't.

Lesson · listen first · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveBack from the lesson

Back to the episode, one line early.

Back from the lesson, desktop screen
123
  1. 1

    A line of run-up

    Opened mid-episode, the lesson returns you to the line before, so the scene is back in your ear.

  2. 2

    The pattern, in place

    ~ちゃう is outlined in the subtitle: what you just learned, where you met it.

  3. 3

    Logged where it started

    The panel marks the lesson done, with 4 cards added to reviews.

Back from the lesson · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveReview

Review words inside the scene they came from.

Review, desktop screen
123
  1. 1

    The scene comes back

    Each card shows the frame and line it was saved from, with the audio one key away.

  2. 2

    One click to the episode

    Open this scene in episode 3 jumps straight back to 04:27.

  3. 3

    Every grade explained

    The next interval sits under each button, from under a minute to 8 days.

Review · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00
InteractiveManga reader

Read manga with the same tools as video.

Manga reader, desktop screen
123
  1. 1

    Every bubble is readable

    Text detection finds each speech bubble; tap one to look it up.

  2. 2

    Same lookup

    The word card works exactly like the player's.

  3. 3

    Words follow you

    A word met in manga links back to the scene where you saved it.

Manga reader · walkthrough

Video coming soon. Switch to Interactive to explore the screens.

0:000:00

Design decision

Help fades by itself

Insight
Fixed help keeps learners on English subtitles, and about 20 playback settings gave no sensible defaults.
Decision
Help is set from behaviour (lookups, coverage, review results) and changes between sessions, never mid-scene.
Tradeoff
Thresholds are working defaults. They need tuning in testing, and a more-help control must always be in reach.

Behind every screen is a small system that keeps it consistent.

The system underneath

A small system keeps every screen consistent.

Typography

The typeface had to render Latin and Japanese scripts with equal clarity, down to small subtitle sizes.

ImageTypography: Noto Sans and Noto Sans JP

Noto Sans

Google created Noto Sans to eliminate "tofu" boxes - those empty rectangles appearing when fonts lack specific characters, aiming to support every writing system worldwide.

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn Oo Pp Qq Rr Ss Tt Uu Vv Ww Xx Yy Zz

Noto Sans JP

あ ア, い イ, う ウ, え エ, お オ
か カ, き キ, く ク, け ケ, こ コ
さ サ, し シ, す ス, せ セ, そ ソ
た タ, ち チ, つ ツ, て テ, と ト
な ナ, に ニ, ぬ ヌ, ね ネ, の ノ
は ハ, ひ ヒ, ふ フ, へ ヘ, ほ ホ
ま マ, み ミ, む ム, め メ, も モ
や ヤ, ゆ ユ, よ ヨ
ら ラ, り リ, る ル, れ レ, ろ ロ
わ ワ, を ヲ
ん ン

Colour

Colours are defined in HSBA with transparency layers, so surfaces and states stay consistent in dark and light themes.

ImageColour mood

Accent

  • Accent/Primaryhsba(351, 70%, 76%, 1)#C23A4FAA · UI · 3.7:1
  • Accent/Texthsba(353, 44%, 91%, 1)#E8838FAAA · 7.4:1
  • Accent/On-accenthsba(0, 0%, 100%, 1)#FFFFFFAA · 5.2:1

Neutral

  • Background/Basehsba(240, 13%, 6%, 1)#0E0E10Surface
  • Background/Raisedhsba(240, 11%, 11%, 1)#18181BSurface
  • Neutral/Text-stronghsba(240, 2%, 92%, 1)#E6E6EAAAA · 15.5:1

Levels

  • Levels/L0/Texthsba(205, 49%, 89%, 1)#73B4E2AAA · 8.6:1
  • Levels/L1/Texthsba(139, 52%, 77%, 1)#5FC57FAAA · 9.0:1
  • Levels/L2/Texthsba(221, 56%, 81%, 1)#5B80CEAA · 5.0:1
  • Levels/L3/Texthsba(46, 72%, 93%, 1)#EEC542AAA · 11.7:1
  • Levels/L4/Texthsba(23, 70%, 97%, 1)#F78C49AAA · 8.1:1
  • Levels/L5/Texthsba(346, 64%, 87%, 1)#DD4F71AA · 5.0:1

Accent

  • Accent/Primaryhsba(351, 70%, 76%, 1)#C23A4FAA · UI · 4.8:1
  • Accent/Texthsba(350, 75%, 68%, 1)#AD2C42AA · 5.9:1
  • Accent/On-accenthsba(0, 0%, 100%, 1)#FFFFFFAA · 5.2:1

Neutral

  • Background/Basehsba(240, 1%, 96%, 1)#F4F4F6Surface
  • Background/Raisedhsba(0, 0%, 100%, 1)#FFFFFFSurface
  • Neutral/Text-stronghsba(240, 15%, 10%, 1)#16161AAAA · 16.4:1

Levels

  • Levels/L0/Texthsba(205, 67%, 60%, 1)#336E99AA · 5.0:1
  • Levels/L1/Texthsba(137, 84%, 47%, 1)#13782FAA · 5.1:1
  • Levels/L2/Texthsba(222, 71%, 69%, 1)#3358B0AA · 6.0:1
  • Levels/L3/Texthsba(45, 100%, 50%, 1)#806100AA · 5.3:1
  • Levels/L4/Texthsba(30, 100%, 64%, 1)#A35200AA · 5.1:1
  • Levels/L5/Texthsba(342, 74%, 77%, 1)#C4325FAA · 4.8:1

Components

Reusable cards, buttons and inputs with defined states. Every screen is built from one set.

InteractiveWord card anatomy
閉めるしめるNew
Common in animeCommon in dramaJLPT N3

1. to close, to shut   2. to tighten   3. to total (up)

Here: 閉めちゃった — closed it (already)

Save cardEdit cardExplain line
Mark as knownIgnore wordSentence card
20201212121212r 20420 × hugheadword, reading, audio, statusfrequency-tagswhere it is common, JLPT levelmeaningsnumbered sensesin-this-linemeaning in this sceneactions.primarysave, edit, explainactions.secondaryknown, ignore, sentence cardNeutral/Text-strongNeutral/FillNeutral/Text-weakAccent/PrimaryBackground/Overlay
ImageCore components: word card and player settings

WORD CARD

閉めるしめるNew
Common in animeCommon in dramaJLPT N3

1. to close, to shut   2. to tighten   3. to total (up)

Here: 閉めちゃった — closed it (already)

Save cardEdit cardExplain line
Mark as knownIgnore wordSentence card

BUTTONS · PRIMARY, SECONDARY, TERTIARY, LINK

Save cardEdit cardSkipMark as known

BADGES · FIT AND TONE

82% for youNewBest for learningKnownLearningTough

SETTINGS PANEL

Settings for this episodeCarries over to the next one unless you change it
Help levelLessAutoMoreSettings below follow your level unless you lock them.
Learning mode
DefaultSubtitles as your help level sets them
Warm-up listeningPreview the line’s new words, then hear it
6 more modes — reading, hybrid, pause on line…
Subtitles
Japanese subtitlesJapanese [CC]
English subtitlesLines under 80% known
FuriganaUnknown kanji
PlaybackPause on lookup off · resume replays the line · 1.0× · skip silence off
DisplayStatus underlines on · pitch colours off · size 100%
Keyboard shortcutsLook up Alt+T · replay R · prev/next A / D · save S

None of this has met a real learner yet. Here's how it would.

What's next

From concept to evidence.

What would decide whether this ships.

ImmerLingo hasn't been tested with learners yet. Here is the biggest risk, what I'd measure and the first test I'd run.

  • Biggest risk

    Content rights

    Shows play inside ImmerLingo, so every title needs licensing. Rights holders may price anime and drama out of reach for a learning product.

  • Success metrics

    What I'd track

    Activation: first word mined in the first session. Retention: D7 and D30 return rate. Learning: cards reviewed per week and comprehension gained per series.

  • Usability test

    First round

    Five moderated sessions with survey respondents. Tasks: find a show at the right level, mine three words without leaving playback, and finish a review session.

Assumptions to validate

  • Licensed content

    Anime and drama can be licensed at a cost a learning product can carry.

  • Entertainment preference

    Learners would choose authentic native content over traditional educational materials when given tools.

  • Learning commitment

    Learners would put time into richer features rather than wanting a simpler tool.

Six weeks taught me a few things.

Reflection

Six weeks, one designer, and what I'd do differently.

What I'd change

I'd test earlier: the lookup should have met five learners in week two. I'd design desktop and touch together from day one, since every hover needs a tap equivalent. And I'd cut harder for a first release: the watch → save → review loop first, every reader and course after.

The goal

A few months on, Piyush watches One Piece without subtitles, and Orin reads the next light novel on release day. That's the whole point.

ImmerLingo · Appendix

Appendix A

Problem framing.

Full 5W1H, constraints and timeline

Condensed in the case study into the problem statement and the project frame.

Who is affected?

Language enthusiasts and self-motivated learners (primarily 15–30 years old) who want to learn through authentic content consumption.

What is the problem?

They lose motivation and often quit because the learning experience feels disconnected from the content that inspired them.

When does it occur?

After the initial excitement of learning fades and they realize language apps don't relate to authentic content. Usually a few weeks or months into self-learning.

Where does it occur?

On mobile and web platforms—mainly inside generic language apps, outside the context of authentic content viewing.

Why does it happen?

Because current tools are too generic, academic, or gamified without reflecting the media users want to understand (anime, manga, fan culture).

How does it affect users?

They become disengaged, progress slows, they forget what they learn, and many eventually give up on their goal. Some even feel guilt or frustration for “failing.”

5W1H problem framing

Constraints that shaped scope

Four constraints shaped the scope. Each one forced a prioritization call that kept the concept focused on the core learning loop.

  • Six-week, self-directed timeline during summer break.

  • Content discovery was scoped out to focus on the core watch → mine → review loop.

  • Dense by design: committed learners need progress data at a glance, so information density took priority over strict Hick's-law minimalism.

  • Micro-interactions were out of scope within six weeks; motion is planned for the next iteration.

  1. Week 1
  2. Week 2
  3. Week 3
  4. Week 4
  5. Week 5
  6. Week 6
  1. Discovery & SynthesisUser Needs to Actionable Frameworks (weeks 1–3)
  2. Structure & Visual DirectionDesign Flows and Visual Direction (weeks 2–4)
  3. Design System + ComponentsReusable Systems with Visual Polish (weeks 4–6)
  4. Hi-Fi DesignPolished Design Delivery (weeks 5–6)
Six-week timeline

Appendix B

Research detail.

SWOT, source quotes and published studies

Condensed in the case study into the competitor table and the evidence chain.

Logos of the language-learning apps reviewed, including Duolingo, Rosetta Stone, italki, Mondly, Anki, Memrise, Babbel, Busuu and Quizlet

And many more...

Strengths

Covers diverse formats: gamification, immersion, live tutors, flashcards, and audio learning.

Highly accessible across web, mobile, and desktop, supporting many learning needs.

Personalization options—adaptive review and community feedback improve learning outcomes.

Weaknesses

No single app provides conversational, immersive, grammar, and vocab tools in one place.

Many tools lack strong real-world immersion beyond scripted activities.

Community and peer practice features are limited or fragmented across platforms.

Opportunities

Combine media immersion, live practice, and adaptive learning into one seamless platform.

Use AI for hyper-personalized lesson suggestions and feedback at scale.

Build low-pressure, social speaking practice and peer review features directly into the tool.

Threats

Over-gamification may lead to mindless repetition and streak chasing, not real language mastery.

Lack of real conversation and context leaves users unprepared for spontaneous, real-world situations.

Isolated skills practice (grammar, vocab) risks passive learning and low confidence in natural communication.

SWOT of the language-learning market

“Hundreds of studies in cognitive and educational psychology have demonstrated that spacing out repeated encounters with the material over time produces superior long-term learning, compared with repetitions that are massed together.”

– Kang (2016)

Retrieval Practice Study Found that spaced retrieval practice produced significantly better long-term retention than repeated study sessions, with effects lasting weeks to months.

– Karpicke & Roediger (2008)

Authentic Materials Study Found that authentic materials significantly increased learners' observed motivation compared with artificial textbook materials, even at beginner level.

– Peacock (1997)

Cognitive Load Theory Foundation Studies show that managing cognitive load through proper design of multimedia interfaces is crucial for second language acquisition, with segmentation reducing cognitive overload.

– Sweller (1988)

Multimedia Learning Principles Found that learners perform better when information is presented in manageable chunks with visual and auditory channels working together, rather than overwhelming single-mode presentation.

– Mayer (2009)
Source quotes from published research

Such platforms lead to improved language proficiency compared to traditional methods. This is because, the immersive nature of gamification, facilitated by storytelling and narrative-driven scenarios, enhances comprehension and retention. Immersion-based approaches showed superior long-term retention over point-based gamification.

– Frontiers Research (2024)

More than seven in ten people in India (72%) prefer watching content in languages other than the ones they speak or understand with subtitles. South India has the highest preference for subtitles while North and East India are more likely than South to favour dubbing. More people are interested in Korean and Japan these days because of Kpop and anime

– YouGov India Research (2019)

Self-directed learning gives students the freedom to decide what they learn, when they learn it, and how they learn it. However, studies consistently identify time management and resource quality as primary challenges.

– ResearchGate Review (2024)
Published studies, full text

Appendix C

Insight detail.

Frictions and the full JTBD

Condensed in the case study into the affinity map.

Frictions learners described

Recurring frustrations that compound until learners stop practising and fall back to passive scrolling.

  • Learners resist pausing content to look up words, leading to missed learning moments and passive consumption.

  • Limited access to polished, user-friendly apps—especially for nuanced learning—frustrates users used to global standards.

  • Vocabulary learned yesterday vanishes today, creating hopelessness and questioning learning ability.

  • Interrupting shows/movies to look up words breaks flow and emotional engagement, reducing learning effectiveness.

  • Heavy grammar focus and repetitive drills make learning feel like tedious homework, killing enthusiasm.

  • Lack of engaging, integrated content—especially authentic media—reduces sustained motivation and practice.

Functional Outcome

Tap-to-translate and context-aware explanations for any on-screen text or dialogue.

Automatic vocabulary capture and review tied to specific scenes or gameplay.

Role-play scenarios for conversational practice in context (gaming menus, café orders, office meetings).

Emotional Outcome

Sustained flow state—no friction between “watch/read/play” and “learn.”

Confidence that progress is meaningful (not just app streaks).

Authentic connection to culture—feeling like a fan, traveller, or colleague rather than a student.

Struggling Moments

Pausing or switching away from content to look up words breaks immersion.

Retention loss: words encountered in media vanish without spaced repetition tied to context.

Feeling isolated: lack of practice partners, or tools that only teach “school-style” phrases.

Full jobs to be done, including struggling moments

Appendix D

Journey detail.

Stage-by-stage experience flow

Condensed in the case study into the annotated emotion curve.

  1. 0.0Motivation
    & Discovery

    1. 0.1Browses anime/manga/game forums for untranslated content
    2. 0.2Reads online reviews of untranslated content in English
  2. 1.0Setup
    & Onboarding

    1. 1.1Installs learning-through-media app
    2. 1.2Links streaming accounts and e-manga reader
  3. 2.0Consumption
    & Lookup

    1. 2.1Watches anime episode with interactive subtitles
    2. 2.2Taps unknown words in scene
    3. 2.3Continues episode without pausing
  4. 3.0Deferred
    review

    1. 3.1Receives flashcard reminders tied to saved scene context
    2. 3.2Reviews key phrases during commute
  5. 4.0Practice
    & Social

    1. 4.1Joins community challenge to use learned phrases in role-play
    2. 4.2Chats with AI Otaku profile in Japanese
  6. 5.0Mastery
    & Share

    1. 5.1Posts clip of himself reading a light-novel in Japanese
    2. 5.2Recommends tool to friends
Journey stages and actions