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DICHO

Digital product design project that develops the concept and visual identity of a mobile application aimed at preserving, sharing and promoting Spain’s popular linguistic heritage.

Proyecto DICHO - imagen de portada
Students

Noelia González Pérez

Profesores

Carlos Fernández Pello

Publication year

2026

Project description

Dicho was born from the desire to combat the loss of Spain’s intangible linguistic heritage through an attractive and accessible digital solution. Proverbs, popular sayings, archaisms and idiomatic expressions are an essential part of our collective cultural memory; however, their use is declining rapidly among younger generations, displaced by communication on social media and the widespread adoption of Anglicisms. Dicho proposes a mobile application that turns this heritage into short, everyday, gamified content, adapted to current digital consumption habits.

Project challenge

The main challenge is to combat the loss of Spain’s intangible linguistic heritage through a dynamic and accessible approach, overcoming the perception that learning about traditional culture is boring or of little practical value. The project also aimed to bridge the generational gap: bringing popular sayings and expressions closer to younger audiences while helping older adults understand today’s digital language, all adapted to contemporary digital consumption habits.

Student inspiration

The inspiration comes from the richness of Spanish popular language as a vehicle for cultural memory, drawing on Unamuno’s concept of intrahistory (“the silent life of millions of people without history”) and Carmen Martín Gaite’s view of words as a vehicle for cultural memory and social experience. As product references, the project looked to Duolingo (gamification and retention), Headspace (emotional design and simplicity), Spotify (content discovery and organisation) and DailyArt (everyday cultural learning in a short-form format).

Creative process

The project follows the Design Thinking methodology. It began with a research phase involving surveys of 192 people aged 18–65 to analyse language habits. During the definition phase, user personas (Sonia, 22; Carmen, 56), an empathy map, benchmarking and a SWOT analysis were developed. The ideation phase included brainstorming features, creating a moodboard and defining the user flow. Finally, prototyping was carried out in Figma, with low-, mid- and high-fidelity wireframes, applying the Atomic Design methodology (tokens, atoms, molecules, organisms, templates and pages).

Proyecto dicho - proceso creativo

Tools

  • Figma

    Used for prototyping and the design system.

  • Design methodology

    Design Thinking and Atomic Design methodologies.

  • Iconography

    Lucide Icons icon library.

  • Quantitative research

    Surveys conducted through a questionnaire to collect quantitative data.

  • Design tools

    Adobe Illustrator for the development of the graphic system, illustrations and typographic composition.

Visual identity

Dicho’s identity is built around its lowercase naming, reflecting the informality of digital communication. The logo mark is a smiling olive, a symbol of Mediterranean culture and oral communication, integrated into the wordmark by replacing the “o” in Outfit, a geometric sans serif typeface. The colour palette combines olive green (#9bb23f), carnation pink (#f32a63), blue (#4956ff), cream (#e4d7b2), yellow (#ffc92e), white and black. Custom illustrations featuring organic shapes enrich the interface.

Main app features

Proverb of the day, interactive regional maps, daily quizzes, weekly rankings, challenges, and comparisons between traditional language and viral language on social media. A sustainable, free-to-use model funded through public grants (Ministry of Culture/EU), institutional partnerships (RAE, Instituto Cervantes), and non-intrusive brand collaborations.