Viu

Viu is a language learning tool, designed as a competitor to systems such as Duolingo and Rosetta Stone. Viu uses game design to enable users to learn another language in a more immersive and effective way compared to the more traditional translation methods utilised by competitors. Its level design aims to teach the player in a purely audiovisual way, the player never having to type, imitating how language is first learned as a child. By dividing the game into two modes; a map mode, and multiple learning levels, the player can explore the game map, advancing through levels to increase their knowledge and revisiting levels to revise. For this project, two prototypes were developed, one mid fidelity, the other high fidelity, due to the demands of the university module this project was completed for.

Map Your Path

A colourful world map allows for the player to explore the lesson-levels to learn at their pace. Visual cues on the map, such as animals, cars, and buildings indicate the subject of the nearby lesson-level. The player can easily see at a glance the levels they have completed (green), their current level (yellow), and currently locked levels (grey). The game map changes depending on the language being learnt, with landmarks such as the Sagrada Familia, seen for Spanish learners, being replaced by the Eiffel Tower or Big Ben for French and English learners respectively.

 

Contextually Constructed

Each level is designed around a theme, providing the backdrop for the lesson to be based on. Each theme is a scenario or environment a person could find themselves in when they need to speak their target language, and the player would learn about the people, objects, or concepts, they might encounter in said scenario or environment. This allows for level design to aid in the learning process, providing real world associations to words which will later help with recall.

 

Learning at your Level

Levels gradually increase in complexity, advancing from simple object identification, through following simple instructions, to following complex sets of instructions, with conditions for completion such as correct orders for sets of actions or pronunciation tests. Each level slowly builds upon the last to develop the user’s vocabulary, grammar, speaking, and listening skills.

 

Playing to a Higher Level

Later levels consist of vibrant, complex environments, closely resembling the places a worker or traveller might find themselves needing their new found language skills. A large number of interactable objects tests the players acquired knowledge to the limit, as they must complete complex instructions given in their target language with many obfuscating options waiting to catch them out. Each of these levels would be localised to feature signage from the target language.

 

Layered Complexity

The player must choose from a variety of shops, venues, and transport options in order to complete the instructions given to them in this level. The player will be able to enter shops and make their orders verbally in order to progress, demonstrating their learning of names, places, and sentence structure, in an environment accurate to that the player might find themselves in real life. This folds the design of earlier simple levels into the more complex whole, ensuring a building familiarity with the game systems as the player progresses.