PRODUCT CASE STUDY
Role Product strategy, UX narrative, presentation design
Timeline Mar–Sep 2023
Tools Figma, Illustrator, critique

PRESENTATION DETAILS
Straight crops from the deck show the project moving from business goals to interaction flows and final screens.



THE BRIEF
DESIGN THESIS
Gamification only works when it serves a human loop: start, return, improve, and feel seen by the right community.
DESIGN PROCESS
01 Frame
Translate the business goal into a retention problem people could understand and debate.
02 Map
Identify the loop: join, set intent, complete an activity, compare progress, and return with social proof.
03 Prototype
Explore screens and messaging that made achievements, groups, and challenges feel useful instead of performative.
04 Refine
Edit the presentation down to the clearest argument: motivation is social, but progress has to stay personal.
STRATEGY
Make progress visible
Show streaks, milestones, and effort without reducing fitness to public ranking.
Use community carefully
Groups and challenges needed to create accountability, not pressure or comparison fatigue.
Tell one clear story
The deck had to connect retention, features, and interaction patterns into one argument from start to finish.

