Winnie.N®UX/UI & Product Designer
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All work04 / HSK vocabulary learning · UX Foundation case study

Hanzi Garden

Turning HSK vocabulary practice into a visible loop: learn, self-assess, review, and grow a pixel garden.

Role
UX/UI Designer · Co-led with Châm
Team
Châm (Lead) · Thu/Winnie (UX/UI) · Giang · Nam
Context
UX Foundation K46 · Mentor: Nguyễn Vương Chung
Product Design lens
Evidence

Twelve learners, 104 JTBD situations, and a six-stage journey were synthesised from the team workbooks.

Problem

The HSK load grows while character recall, repeated review, and visible progress remain disconnected.

Decision

Connect self-rated vocabulary cards to resources and a pixel garden that grows through learning effort.

Validation

The prototype has no usability or long-term recall results yet; reward thresholds remain hypotheses.

12learners interviewed
104JTBD situations documented
06stages in the learn–review journey
02 / Reframing

Not another dictionary. A connected learn–review–progress loop.

The journey map showed that friction was not confined to one screen: learners choose a level, find a method, recognise characters, review in context, sustain a rhythm, and check progress. A short learning session therefore had to feed the next review while making accumulated effort visible.

03 / Research signals

Count people, not repeated rows.

These figures are respondent-level theme coding from the JTBD workbook: each learner is counted once per theme and may appear across themes. This is qualitative evidence, not a population estimate.

11/12

mentioned recall, character form, or handwriting

Knowing a meaning is not enough; learners must recognise and retrieve the character form.

10/12

mentioned motivation, frustration, or sustaining study

The problem emerges after starting, when progress becomes difficult to see.

11/12

mentioned review, repeated exposure, or context

Each learning session needs to create a clear input for the next review.

Target persona and the need to break down HSK goals
The persona focused the team on an advancing intermediate learner with a clear goal but growing vocabulary pressure.
04 / Product journey

Each session should create a meaningful reason to return.

Across 12 learner interviews, the team documented 104 JTBD situations and a six-stage learning journey. The recurring issue was not simply finding more vocabulary content, but keeping words retrievable and progress visible as the HSK load increased.

  1. 01Choose a level

    Define the current HSK scope and target.

  2. 02Learn

    See the character, pinyin, meaning, and context.

  3. 03Self-assess

    Mark a word as remembered or needing review.

  4. 04Review

    Prioritise difficult words in a later session.

  5. 05Earn resources

    Learning effort creates Hanzi and items.

  6. 06Grow the garden

    Progress becomes a visible world.

05 / From ideas to priority

The team did not choose a game before exploring alternatives.

Crazy 8s produced eight directions spanning memory tools and learning assistants. The team’s Effort/Impact matrix prioritised the pixel garden and swipe cards as the core loop.

Eight Crazy 8s concepts
Crazy 8s · 08 directions
Effort Impact matrix
Effort / Impact · Ideas 07 and 08 prioritised
06 / Design decisions

Gamification only helps when it serves recall.

01

Swipe to create a review signal

Swipe right for a remembered word and left for one that should return. The action does not prove long-term recall; it only structures the next review.

02

Rewards originate from learning

Hanzi and items follow learning actions. The garden is not a separate mini-game; it visualises accumulated effort.

03

HSK levels become product structure

Items and progress are grouped by level so learners can see their current scope instead of facing an endless word list.

04

Community follows the core loop

Friends, gifts, and the marketplace add reasons to return, but remain a later layer rather than replacing learning and review.

07 / Outcome and limits

A testable product hypothesis—not proof of learning impact.

The team delivered a mobile UI and prototype covering character creation, vocabulary cards, the garden, HSK rewards, friends, and a marketplace. Learning retention, task usability, and return behaviour have not yet been measured.

08 / Project sources

Trace the work from evidence to prototype.

The long-form case study preserves the original reasoning and visuals. Figma sources open in a new tab when access is available.

Read the full case study (VI)
01Presentation deck02UI design03Prototype04Personas055 Whys06How Might We

Turning a complex behaviour into a usable product?

Project enquiry

Tell me what you’re building.

Share the essentials. I’ll review the brief and reply within 1–2 business days.

Your details are used only to review and respond to this enquiry.