- Internship
- AI Prototyping
- Shipped 2026
Making Drag Intuitive in Duolingo Stories
- Role
- Product Design Intern
- Timeline
- July - August2026 (6 weeks)
- Team
- 1 Product Manager2 Software Engineers1 Designer (me!)1 Motion Designer
- Skills
- AI Prototyping (Claude Design & Code)Motion DesignInteraction DesignProduct Strategy
Impact
↓Down 2.44%
Total stories quit rate
1.7M+
Daily iOS learners reached
50+
Design iterations
Overview
Making a brand-new interaction feel obvious from the first try
During my second summer at Duolingo, I spent most of my internship redesigning how learners interact with Arrange the Story Beats, an exercise where many learners were getting stuck.
Over six weeks, I explored everything from layout changes to AI-prototyped motion, jammed with our design studio, and worked with PM and engineering to find the right balance of impact and effort.
The final design was approved at product review and is now live in the app, where it reduced the total Stories quit rate by 2.44%.
Context
Arrange the Beats (ATSB) checks narrative understanding
Duolingo Stories are short conversations between two characters that build reading and listening skills through embedded interactive exercises. Arrange the Story Beats (ATSB) is the final exercise in every story. It asks learners to drag three key events into order to test whether they understood the full story.
Problem
Learners expected to tap, not drag
ATSB was the first Duolingo language exercise to use drag. Every other exercise works by tapping, so that’s exactly what learners did. When nothing happened, many assumed they ran into a bug and quit.
Quits spiked on initial exposure and dropped once learners adapted, demonstrating that the issue was first-use friction. Previous experimental data showed that clarifying instructional copy wasn’t enough since text was largely ignored.
Total stories quit rate
+21% more quits than baseline
- With ATSB
- Baseline
quits spike at launch
gap narrows as learners adapt
April 14April 28
Line chart, April 14 to April 28. With ATSB, the total stories quit rate spiked at launch, about 21% above the baseline, then the gap narrowed as learners adapted.
Early Explorations
First, fixing an icon that sent the wrong signal
I swapped the hamburger icon, which learners could mistake for a tappable menu, for a 6-dot grip, as it more conventionally signals a “grab” interaction. I also moved it to the right side, where most people’s thumbs rest.
Then, building on what learners already knew...
I explored widely in Figma, then turned the strongest ideas into quick prototypes in Claude Design so I could test what resonated and iterate fast. Here’s a snapshot of a few of them.
Adapting Duolingo Math drag interactions for language exercises
Removing drag altogether and going back to tap
Pivoting to Motion
But if we want learners to drag, why not just show them?
Each layout changed how the exercise looked, but none of them showed learners what to actually do. So I started exploring motion that demonstrates the gesture before learners even touch the tokens, and brought my two strongest ideas to crit.
Shuffle demo, V1
Idle wiggle, v1
Crit
Motion was promising, but it didn’t feel quite right yet
Upon taking this V1 prototype to crit with both the shuffle demo and wiggle, both PMs and designers agreed that motion was the right direction. The execution just needed rethinking.



Too much motion
Three shuffles felt overwhelming and slowed the exercise down. Learners needed a simpler cue.
Wrong signal
A shuffle could indicate a “pick” interaction, pushing learners toward tapping, which was the exact habit we were trying to break.
The team encouraged me to keep pushing and to jam w/a motion designer ٩(^ᴗ^ )و ´-
Design Decisions
Sweating the small details
I set up a jam session with a motion designer from our design studio to work through the feedback. We talked through what makes movement intuitively register as dragging, like lift, overlap, and a sense of weight.
From there, I refined two directions, a shuffle demo and a tap nudge, to bring to a final stakeholder review, and I learned that even the smallest choices come with substantial tradeoffs.
Here are a few such decisions I thought through along the way.
Shuffle demo
How should tokens appear?
✓Chosen: Altogether
Tokens appear all at once, so learners don’t have to sit through an intro animation every time this exercise appears.
Shuffle demo
When should text populate?
✓Chosen: Mid shuffle
Filling in text mid-shuffle keeps tokens from looking broken, without making the shuffle seem like a hint.
Tap nudge
What if learners keep tapping? How should the token react?
✓Chosen: Mock pull
A subtle, bouncy pull shows the token can move, without feeling as aggressive as a full swap.
Tap nudge
How much motion does the pull need?
✓Chosen: Straight up
One upward pull was enough to show the token can move, so we dropped the shake.
Converging
No consensus, so I went back to the root problem
I brought three directions to PM, engineering, and design studio leads, but...everyone had a different favorite. Engineering leaned toward the tap nudge, studio preferred the shuffle, and PM wanted to take all three to review. To break the tie, I went back to the problem itself.
1) Drag handle
A six-dot grip that signals drag with no motion.
2) Tap nudge
Eng’s pickBounces up when learners tap, pointing them to drag.
3) Shuffle
Studio’s pickShows a drag demo before learners even try.
The Plan
Start with the simplest fix, add motion only if needed
The drag handle gave learners exactly that cue, with the least engineering effort. So we planned all three as experiments, starting with the handle and adding motion only if the metrics called for it.
Done: Phase 1: Drag handle
A visual cue, no new motion
Effort
Shipped
- 2
Phase 2: Tap nudge
Motion only when learners tap
Effort
Next, if needed
- 3
Phase 3: Shuffle
A full demo on every load
Effort
Later
🚀 Shipped
Phase 1 approved at product review and live now! (ㅅ´ ˘ `)
Next, I presented Phase 1 of the design at product review with my PM, and it was approved to ship. I then worked with our engineer to build it, covering details like dark mode and new edge cases.
Since launching, the design has reduced the total Stories quit rate (our north star metric) by 2.44%.
What’s next
Turning my motion explorations into a team resource
Even though the more elaborate motion directions didn’t make it to product review, I didn't want everything I’d learned to stay with me. So I built a page on Duolingo's internal prototyping hub where anyone at the company can try them out.
Final reflections ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
What I learned
Go into feedback with a point of view
Early on, I’d bring work to crit and leave with more questions than answers. Coming in with a clear recommendation made the feedback sharper and my decisions easier to defend.
Step back when you lose your intuition
After so many rounds of feedback from different stakeholders, I lost track of what felt right midway through. Going back to the core problem, a learner tapping and giving up, helped me find my footing again.
Be resourceful!
I’d never designed UI motion before. Jamming with a motion designer, learning Figma Motion, and prototyping with AI got me up to speed fast, and showed me how much I can learn by simply reaching out to experts and trying new tools.

