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Dates
2023 — 2024
Project
Gamification

Gamification with a clear reward

Turning achievements into a journey where customers can find a challenge, understand its rules, track progress and know when enhanced cashback becomes available

Design challenge

Make challenges part of the familiar loyalty journey: explain the benefit and rules before participation, then show when the earned reward can actually be used.

My role
Product Designer · responsible for gamification design in Alfa Mobile
Focus
MVP journeys and interface, iterations after usability testing
Team
Alfa Mobile product team, loyalty programme team, UX researchers, editors and designers

The core prototype sections, purchase notification, reward transition and reward animation

Open the interactive prototype ↗

01 / Context

Not a separate game. An extension of everyday loyalty

The team wanted to develop loyalty through challenges and rewards. Research showed that a game layer alone was not enough: customers needed to know the benefit, the required action and when the reward would become active.

My responsibility in Alfa Mobile was the journey and interface: entering from cashback, choosing a challenge, understanding its rules and progress, earning an achievement and using the reward.

Research and visual language were developed with specialist teams. I translated test findings into journey changes: putting value next to the badge, clarifying challenge rules, and separating completion from reward activation.

02 / Evidence

Value first. Emotion second

For adult participants, the main motivator was a concrete benefit. A badge made the reward more noticeable, but without clear requirements it was not enough to change habitual behaviour.

18

discovery interviews

March 2023 · three segments, including children. This case draws on the adult findings.

10 + 200

participants across two methods

October 2023 · 10 usability participants and a sample of 200 in an unmoderated study of two versions.

5

participants in the second UX test

November 2023 · active customers with category cashback. Testing the updated journey.

03 / Product decisions

Three decisions that shaped the interface

These comparisons show design versions before and after UX testing. “After” means the revised MVP design, not a separate measure of impact in the live product.

01.A badge does not explain the value

Observation

The name and badge caught attention, but participants could not see the benefit or the challenge rules.

Design response

We put the cashback rate, requirement and progress next to the achievement, keeping the badge as an emotional accent.

Before — a badge without a clear benefit
a badge without a clear benefit
After — cashback, rules and progress
cashback, rules and progress

02.Make the next step understandable

Observation

6 of 10 participants preferred the vertical catalogue, but neither version was clear enough.

Design response

We separated challenges and rewards into tabs and showed requirements, status and progress on each card.

Before — vertical catalogue
vertical catalogue
Before — horizontal catalogue
horizontal catalogue
After — challenges and rewards in separate tabs
challenges and rewards in separate tabs

03.Put essential rules in the journey

Observation

3 of 5 participants thought only supermarket purchases qualified for the reward. Few reached the FAQ.

Design response

We put “any purchases”, the amount and deadline on the challenge screen, with exclusions next to the action.

Before — qualifying purchases are unclear
qualifying purchases are unclear
After — rules and exclusions on the challenge screen
rules and exclusions on the challenge screen

04 / The critical detail

“Completed” does not mean “active now”

The second test exposed a gap between completing a challenge and the reward becoming active: 2 of 5 participants did not understand that 25 November was the time to select December categories. People opened the challenge from its widget, bypassing the catalogue explanation. The activation date therefore needed to appear at every entry point.

When cashback becomes available

Before — it is unclear when to select cashback categories
it is unclear when to select cashback categories
After — December category selection is stated explicitly
December category selection is stated explicitly

The revised journey

From challenge to reward

The revised completion screen captures just one moment. The full journey separates three events that had been easy to confuse.

  1. 01

    Complete the challenge

    In November, customers see the requirements, deadline and progress.

  2. 02

    Earn the achievement

    On 25 November, a reminder prompts selection of December categories.

  3. 03

    Use the reward

    In December, enhanced cashback is added to the selected categories.

Use the reward

05 / State design

Design the whole journey, not just the happy path

Beyond the core journey, the MVP covered spending, purchases across categories, partner purchases and referrals. Each needed progress, completion and delayed reward activation. Below are three examples of empty and intermediate states, not a catalogue of every challenge type.

01

No challenges yet

No challenges yet
02

No rewards earned yet

No rewards earned yet
03

Challenge not yet completed

Challenge not yet completed

06 / Design outcome

A cohesive MVP journey shaped through iteration

Made the value clear

Challenge cards and details show the benefit, requirements, deadline and progress. The achievement supports the journey rather than replacing the explanation.

Clarified reward timing

After testing, the designs distinguish challenge completion, the reminder to select categories and the start of enhanced cashback.

Designed the full journey

The flow runs from entering the section to using the reward, including progress, completion, empty and edge states.

In banking gamification, emotion supports the journey rather than replacing it. People need to understand the benefit, the rules and when the reward becomes active — from the first action to using their cashback.