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LINGUA FRANCA

Onboarding Redesign to Drive Retention

Led an onboarding redesign to improve first-open experience, reduce early friction, and increase user retention.

Role

Head of Design

Friction

Content matches user skill/needs faster.

Time in App

Retention

Improved next-day retention by 5%. 

Average number of activities completed increased from 3 to 7.

My Role

​As the lead product designer, I owned the end-to-end design cycle on a 8-person cross-functional team.

Design

Research & Usability

Prototyping & Ideation

Interaction & Visual Design

Collaboration

Engineering

Product

Stakeholders & C-Suite

Junior Designers

Business Goals

Improved next-day retention, strengthening early engagement and reducing early drop-off.

Reduce Early Dropp-Off

More users successfully completed their first session and continued into day two.

Strengthen Engagement

Increase engagement with core product features.

Boost User Satisfaction

Deliver a seamless experience from entry to lesson completion.

Research

Identify why users drop-off after the first day.

GOAL: Identify friction points that drive users to not return.

User Research

Benchmarking

Journey Mapping

User Research

RESULT: The majority of users are in an intermediate level.

It's interesting, but I already know this stuff.

Benchmarking

RESULT: Industry leaders include in their onboarding a way of placing users in an appropriate level.

I don't want to redo all the stuff I've already learned at school.

Journey Mapping

RESULT: High motivation meets no challenge, causing boredom. Users want to practice English, but the app starts them at level one regardless of their abilities.

I want to practice English.

This is too easy.

I don't know where to start.

I'll practice with somethign else.

Problem

User retention suffers because the experience begins at a difficulty level far below what most users need or expect.

Mismatch in Ability

Delivers a poor first impression that doesn’t reflect their needs.

Irrelevant Start

The initial tasks feel trivial and fail to communicate the value or challenge they’re looking for.

Early Momentum Lost

Users feel bored or unmotivated and exit before day two.

Process

Iterative designs for speed and scale

Flexibility

Worked with engineering to identify and address time, tech, and user constraints. 

Scalability

Designed a flexible system to support new dashboard features.

Launch Success

Usability testing, usability QA, and C-suite approval

Solution

Onboarding redesign that places users at the right starting level for their skill.

Reduced Friction in Finding Appropriate Level

I introduced a self-assessed level selector to the onboarding, allowing users to be placed at a level that matched their skill set. 

 

IMPACT: Users reported a stronger sense of progress and satisfaction.

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Improved User Engagement after First Open

By matching users to an appropriate level on day one, I saw how even light personalization dramatically increases motivation, relevance, and the likelihood of continued use.

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IMPACT: The number of activities users completed on their first day more than doubled.

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Improved Next-Day Retention

Users wanted to continue making progress in the app. 

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IMPACT: The new onboarding led to an increase in retention by 5%.

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Reflections

Misaligned Difficulty as a Hidden Drop-Off Driver

I underestimated how much an onboarding level that felt “too easy” would undermine motivation. Users disengaged not from confusion, but from lack of challenge.

Motivation Hinges on Early Personalization

I learned that users judge value immediately; when day one doesn’t feel relevant or appropriately calibrated, they assume the entire program won’t meet their needs.

Onboarding Must Reflect Real Ability

This project reinforced that a one-size-fits-all start doesn’t work; designing adaptive onboarding is critical for engagement and long-term retention.

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© 2025 by Emily Meer.

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