Branded Activation and Experience Role: Experiential Designer, Product Designer Timeline: 2025 (3 weeks) Primary Tools: Figma, Rhino, Solidworks

Say to Pay is an unofficial Duolingo activation that replaces traditional vending machine payment with language practice. Users order drinks in their language of origin (Japanese for Matcha, Spanish for Horchata, etc.), and receive their drink of choice if successful, transforming a normally mundane transaction into an opportunity for real-world language application. The project addresses the fear of complex foreign-language interactions, providing a safe, low-stakes environment for real-world speaking practice; an extension of Duolingo’s philosophy in a tangible experience. This case study explores how physical touchpoints can extend digital learning experiences, creating an endearing moment that connects users to the brand.

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Problem

Language learning apps have helped millions of dedicated learners, but sometimes struggle to facilitate the transition from digital proficiency to real-world confidence. Users often report feeling anxious about speaking their target language once they have to “do it for real”, despite months or years of consistent practice.

How do we create “real world” opportunities for speaking practice that feel rewarding rather than intimidating?

Pain Points

Research Insight

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"ik what the answer is supposed to be in my head but when u try to put a sentence together on the fly, thats when i get messed up, especially when the lady is waiting lol"

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With that in mind, it was clear the goal was to create a more tangible and interactive practice environment that removes human judgment while maintaining authenticity.


Research & Discovery

User Interviews