Posted by hussein-khalil 2 days 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.
Yep. "App XXX would like to send you notifications" -> "Do not allow" :)
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.
There's certainly a market for "calm" learning, though you've already identified the main challenge: there's a smaller larger market for people who want to be educated than entertained, and the market for "calm education" is going to be an even smaller subset of that education market.
Essentially you're looking for the people who are saying "I want to be educated, but I'm not looking for the most efficient way to do it. I would prefer to move at a slower pace being driven purely by intrinsic motivation, rather than using extrinsic motivators in order to encourage me to move more quickly"
That market certainly exists, but it's a small enough niche that you'll likely have to be compete at a high price point to be viable. As point of comparison, Mentava costs $500/month, so if I were building a calm learning app (for an even smaller market), I would try to figure out a way justify an even higher price point than Mentava's.
Basically, our goal is to make the kid's progress tangible and visual for them so that they can start enjoying it, and then use our gamification mechanics to reinforce the child's growing intrinsic motivation so that they enjoy and appreciate the feeling of making progress
So yes, I see value in programs like this.
[1] to be fair, my STEM brain enjoys looking at my review statistics and charts. But they are non-intrusive and one has to actively look for them, so it's nowhere near gamification.
Mid of this year, I accidentally found out about a great independent language learning app [1]. It clicked for me. It was no bullshit, no gamification, and no distraction. I used it for one or two months, 700 hours in total. I can attribute to it some progress in learning my target language.
Then I went on vacation for a few weeks and completely forgot about it. Today I tried to find it again, but since I forgot its name, I couldn't find it easily. Normally, I would search my inbox, but there was not a single mail from it. When I found it, I learned it improved quite a bit and added a way to support the app through subscriptions.
Now, if it had some promotions or gamification built-in, I would be reminded of its existence and would most probably have been using it at least 700 more hours until today, and maybe even subscribed to it. And it would bring me closer to reaching the learning goal in my target language.
TL;DR: Yes, some gamification or nagging is necessary. But don't overdo it.
However, due to the more user-driven approach to this learning method (output-focused, user has to put in effort to chat with the AI and get feedback), there is more friction with using the tool. This isn't necessarily a bad thing - in fact, more friction can lead to more meaningful experiences. That being said, I believe the market will push tools to be low friction and low effort (i.e. gamified apps) that are focused on consumption rather than tools that require more user effort.
just my 2c from a fellow builder. if curious, check it out here! would love any feedback
Some learning products are just content with zero container. Books are the limit example. Karpathy's "Let's build GPT" is another.
Most learning products -- and all apps -- live or die by the container they create. (There is no reason to build a learning app other than to build a container. If you feel you have the best content, ship it on a content platform and save yourself a very painful distribution slog.
Duolingo is in the container game. Their container is made of every cheap trick in the book -- notifications, streaks, etc -- because they work. My startup was Hack Reactor, the coding bootcamp, and we did it with pair programming and fixed classroom hours. (We had great content, but our competitors with good containers and bad content did leagues better than vice versa.)
If you're building an app, you're in the container game. You can build a great container with no cheap tricks. I have done so! But you can't build a great learning app with no container, and you can't build a great container if you if you don't want to change your users' patterns of engagement and attention.
So, what is your container? How will you weave a powerful spell that meaningfully transforms the attention and engagement of the app's user? What will cause them to pull up your app again and again, when they would have churned from a simple anki deck or whatnot? Given that you find it distasteful to use the easy levers you mentioned (notifications, "streak" psychology), what alternatives can shift your users' patterns of attention and engagement towards the learning task?
If you have great answers to those questions, great! If you don't want to build a container, build content on a platform with easy distribution. If you want to build a container but you don't want to shape your users' attention or engagement, you are confused.
Things I do more and more often as time goes in Spanish
- Subtitles in Spanish always on whenever possible
- Audio (music (just bought some Bad Bunny), television, sports broadcasts)
- Order in Spanish
- Interfaces in Spanish (computers, televisions, phones)
- Text friends
- Consume news
- Read wikipedia when I need information
- Take notes for work and life
- Play videogames
It really starts compounding, my goal is to stop using the Anki decks entirely in 2026. At that point I should be able to start learning whatever my next goal is in Spanish so that I can continue using my Spanish while working on... cooking or whatever it is I want to focus in on next
So I guess it depends what your goals are with this thing.