Posted by hussein-khalil 1 day 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.
https://www.youtube.com/watch?v=st6uE-dlunY
Found this episode fairly interesting (without being particularly interested or personally invested in the space)
He talks about how they wanted to let people know that they would stop sending them notifications after five days of inactivity, but that the "passive-aggressive" nature of that notification actually got people to come back. To me it illustrates that it's such a fine line to walk if you want to respect the user but also maybe push through their own lack of motivation.
(I'm not a user of Duolingo so I can't speak to where they land on that but it's clearly controversial)
The funny passive-aggressive communication style is something I personally consider Duolingo's thing. I kinda like it that they have a persona and stick with it in all of their communication.
If it was cold and to the point "you have missed today's lesson", I wouldn't come back.
So if you are building a learning app where learning is forced on the learner by someone else (their boss, employer, parent etc), then gamification won't be of any real use. No one will care if they just unlocked some imaginary points.
On the other hand, my kids love learning in apps like Duolingo where they are proud of the "streak" they have for continuous number of days. But here is the thing. No one asked them to learn this stuff. They got interested (by watching a friend etc) and now they are playing the same game.
I don't mind paying a subscription, if the app provides ongoing updates or new content that I value, or I understand why it has running costs. I would prefer if the app had extension packs, like games' DLCs over a subscription. If an app has a subscription, I will immediately cancel the subscription after subscribing to avoid the recurring cost (if I forget to cancel after year or so). If I find the app valuable, I will re-subscribe as needed.
You can start a conversation with someone, and talk to them about say, the Saracens, and then have them start wondering how they came about their (small) understanding of them. When they realise it was AOE cutscenes, and that the whole project was a backdoor to deliver historical knowledge to people.
I feel like if you eschew gamification, your audience is largely only those with a deep interest of learning.
I used an app to do a security cert a while back, and it would bug me 3 times a day, and challenge me to test my knowledge. I think it really helped keep my focus on the challenge. Likewise, when I was doing my CCNA years ago, the In-30-Days gentleman, would subscribe you to 30 days of motivational emails to read his book and practice the skills. Not an app, but the same sort of thing.
Some people sell the motivation as the core product, some sell the game as the core product (to deliver motivation) and some people sell the knowledge as the core product. All are valid approaches just make sure you are happy with the market you are targeting.
One more thing: I have absolutely no idea how to obtain calm in todays environment. I dont see myself engaging with an app that requires me to be calm ahead of time, but if it somehow strengthened or created a sense of calm that might be a sufficient product differentiator.
Strangely, through iterative prototyping, the app evolved into something that my testers (and teachers) are calling... a game. I see it as a good thing, and I am adapting this language. The free version is about 'play,' and the paid version is about 'study'.
Reach out if you would like to chat!
This is cool, and I've auto-didacted a number of things with resources like this, and I know most here have as well.
But, watching the interview with the Duolingo CEO linked in this thread, he's talking about reaching the far larger set of people that don't have strong intrinsic motivation to learn. Which is arguably a much more difficult and more important mission. The natural learners (and kids of white-collar parents) are already pretty well-equipped by the general state of the internet. This is where I'm finding some appreciation for some of the techniques that might be considered low-brow or deleterious by that cohort.
As far as CEOs go he did seem sincere to me in a half-business half-believer kind of way. The interviewer asks pointedly about his transition from academia to IPO-land.
I spent 8 years in jr high - college studying German without having any real competency in German, it did however teach me something about learning another language.
Mango isn't gamified. Its basically a curated set of flashcards, and the lessons are essentially flashcards themed together. There are some extra explainers throw in that are helpful. I really enjoyed it.
On top of Mango as the primary lessons, I've been listening to podcasts, watching series in french, reading books, etc.
I didn't pay anything for mango, it was entirely funded by my local library so that was great.
I run a productivity desktop app by myself and have been doing it full time since 2017. The app is a one time payment, free support, no gimmicks, no marketing. Support is becoming time consuming, but profit is high enough that I may hire a few people to help soon.
Good luck! High growth rates with investors is one way to do things, but not the only way.
I won't say what you are building is a mistake. But just based on what you described, if I were interested in learning a language through your app, I would not just be comparing it to other language learning apps, but I would also be comparing it to language textbooks/workbooks, classes at a community college or MOOC, or language courses on DVD/CD/YouTube/etc. I guess I think that apps are good at gamifying things, if that were to be a goal. If you are stripping that away, what makes your app unique compared to all those other resources? How does your app replace or supplement other things?
And to be clear, I imagine there could be plenty of things that make your app unique! I just would want to know what those things are before diving in.
Yep. "App XXX would like to send you notifications" -> "Do not allow" :)
So I guess it depends what your goals are with this thing.