Posted by hussein-khalil 19 hours ago
Ask HN: Is building a calm, non-gamified learning app a mistake?
I intentionally avoided gamification, streaks, subscriptions, and engagement tricks. The goal was calm learning — fewer distractions, more focus.
I’m starting to wonder if this approach is fundamentally at odds with today’s market.
For those who’ve built or used learning tools: – Does “calm” resonate, or is it too niche? – What trade-offs have you seen when avoiding gamification?
Not here to promote — genuinely looking for perspective.
Language learning apps are the ultimate sand-pit for solo developers thinking they can offer some random unique feature that Duolingo (or "Anki but better") doesn't offer. Without realizing, they don't do it for a reason. Language learning has extremely low activation and retention. And it's super easy to find one or two early adopters that like your app for some reason to keep going.
And solo developers that get into language learning often are only strong in software development and lack in UX, design, product, or marketing.
You may start with a calm, "not Duolingo gamification" style app, but every language learning app starts with pure intentions until you're many months or years in, your numbers are low, you need to make money, and you need to move the needle.
My two cents, you don't have to heed it obviously.
I feel a bit of guilt reading it though. I followed your app from when you first announced it on hn. I liked the idea and still think it's great, I am in theory the target demographic of wanting to learn languages as a couple, and yet it didn't stick.
For what it's worth none of the other language apps stick either.
Maybe it's hard to compete with the heroin-like hyper-optimised attention-drain apps that left all sense of ethic and morals long behind :/
Your biggest issue is going to be that language learning for adults is largely an unsolved problem. I know people with 1000+ day streaks on Duolingo who are nonetheless not fluent, and from everything I’ve read, it seems clear that spaced-repetition techniques are not sufficient (and possibly not necessary) to achieve fluency. Most people say you need immersion, which is difficult for an app to provide (research other people who have tried, you probably wouldn’t be the first and can save a lot of time, effort and heartbreak by learning from other people’s failures).
It went from 200 words of long term retention to 3000 words.
Spaced repetition is the most inefficient efficient way to learn the vocabulary. I never have the "see once, learn forever" effect with any kind of deck.
It doesn’t sound like the author of that method believes in science?? I’ll pass.
The problem is duolingo is particularly horrible and is intended to get people addicted, not educate.
Theoretical educational frameworks don't replace the day-to-day struggle of trying to get shit done. (Doing this is, of course, extremely uncomfortable, and people will avoid it at all costs.)
I speak three languages fluently (two prior to moving to said country; English, for example, is not my native tongue), so that's a weird assumption to make. With that said, I still think it's the most efficient way to learn a language, especially given how almost everyone's a nomad (especially in tech) these days.
The point was what's the best way to learn a language other than by having an entire country surrounding you dedicated to that language? Many / most people can't pick up their life for a year to learn a language. People have work, people have families, people have local commitments.
I guess my original comment could’ve been more specific, but I figured the context was implied.
1. Effectively infinite engaging comprehensible input at your level 2. Fantastic way to practice new vocabulary and grammar patterns (AI can provide correction for mistakes) 3. Somewhat fun - if you view chat as a choose your own adventure, the experience becomes more interesting
chatGPT just told me that my pronunciation was perfect over an over. It's transcribing audio into text and has no sense for details needed to improve conversational skills.
As another poster here noted, the effect of error correction is nowhere near the effect of having correct input. (See the “comprehensible input” poster.)
I’ve been interested in these kinds of tools for a while, that actually act as a bicycle for the mind. Most apps forgo the metacognitive and emotional labor that actually helps people learn effectively in favor of gamification because 1. Modeling these skills is hard 2. The first step to building effective learning habits is to restore the so-called “learn drive” which is the love of learning, play, and tinkering that underlies most effective learning and gamification does so but on an artificial level.
There is so much content out there, and a sufficiently motivated person will find it and make meaning out of it. Most people are not motivated and don’t know how to motivate, meander, explore without gritting teeth, and I think you’ll probably just see churn without gamification unless you deal with that side of the process.
Since I've tried to ship such tools before and ultimately failed, I’m explicitly not doing the whole SV fail fast and iterate thing here: I’m meandering, taking my time, letting motivation move me when it strikes versus going for the easiest or most obvious thing.
(also sorry if this is itself meandering: I’m lifting while typing this on my phone)
A long time ago I used a beta app that was being built by a high school teacher that I really enjoyed. It basically had a bunch on YouTube videos with a few different type of exercises. Unfortunately I had a busy schedule and couldn't keep up and I don't think the app was successful.
My day job is development in the education space. If you care about building a learning app, read up on learning theory / pedagogy. A concept I really like wrt language learning is "comprehensible input". Other things to consider with languages is that hearing native speakers is extremely important.
ps. wrt to gamification - I wish that people took the parts of games that I do like when they gamify an experience - open worlds, exploration, story telling, low stakes, save points, fun!
Poor gamification is a bigger risk than non-gamification done well IMHO. That's where a lot of children's learning apps have failed in the past.
* The market for actually useful, non-gamified learning apps is smaller than, say, Duolingo.
* Yet the market for bullshit apps is too saturated. There are maybe 50 such apps for each major language already in the App Stores.
* As a customer I'd be happy to pay for serious, boring learning apps, and I believe such serious customers exist. (but in much smaller numbers)
* Market for serious, boring language learning apps is underserved. (for German there are apps like Readle, Vocabeo, Vocabuo (yes, lol naming), DerDieDas that cover specific niches, and (afaik) only DW has a quite comprehensive actual learning program)
I believe potential customers like me exist, but our numbers are much less than "learn Spanish in 5 minute games" crowd and our expectations are higher too. Up to you to decide if this is a valuable niche to serve.
As someone who has paid for language learning applications many times in the past, let me be categorical: I am not interested in what you are selling. I hope that helps inform your product direction.
I feel like there was a time when those coding problem websites with points and leaderboards and such struck a good balance between learning and a game. Then they seemingly all got co-opted by the interview prep industry.
Spent 6 months building the product. Now I’m focusing on marketing and branding.
I’ve spent last few weeks studying other successful educational products.
And so far, from my research, pretty much every single one of these apps/sites prioritized making the user “feel good” about learning rather than actually learning.
And unfortunately, this is what the users want. They want to feel good about learning.
All the successful education sites employ these mechanisms that you’re intending to avoid. I wanted to avoid using these as well - but I just don’t see another way. I’ve even had users explicitly ask me to add milestones, streaks, etc to motivate them.
Reality is - most people who really want to study or learn anything, can do so without an app. Even a book from a library will do. But it requires tremendous consistency, effort and time. Apps are way easier and make the user feel good - there’s still learning being done, don’t get me wrong. But user feeling good about it is what keeps them coming back.
Edit: I’ve also studied many of their ads. Often times on places like TikTok, Instagram, etc their ads are what I would call “intelligence porn”. They get you excited about being more intelligent, investing in yourself, intelligence eliticism, etc. These were a common ad strategy that I have discovered so far.
Some apps literally ran ads with text: “become dangerously intelligent” text and had the song from the show Succession play with images of famous researchers and scientists changing quickly. (Newton, Einstein, etc). Stuff like this cracked me up tbh lol. But apparently it works
There's no evidence that gamification is strengthening performance in any activity, other that creating a cheap dopamine effect.
Please, do it your own way.