When Gamification Fails: A Case Study in User Motivation and Strategic Pivots ๐น๏ธโก๏ธ๐
How a Duolingo-inspired feature generated a small profit but failed our core mission, leading us to "fail quick" instead of iterating.
The Project Overview
OkCredit's primary goal is to help merchants build a habit of digital bookkeeping. To accelerate this, we formed a hypothesis: could we use gamification to make adding daily transactions fun and competitive?
Inspired by the success of apps like Duolingo, we decided to build a leaderboard and league system. The assumption was that the thrill of competition and the desire to win rewards would encourage merchants to add transactions daily, eventually forming a lasting habit.
My Role & The Team ๐ค
As the Lead Product Designer, I handled the whole design process and worked really closely with Mukul, our Product Manager. I was in charge of figuring out feature strategy, doing user research, leading brainstorming sessions, and making awesome high-fidelity visuals.
The Design: A Duolingo-like Game for Merchants ๐ฎ
We designed a comprehensive weekly game built on three core mechanics:
League System ๐ฅ๐ฅ๐ฅ: Merchants were placed into leagues of 30 and would compete on a weekly leaderboard to be promoted to higher tiers (Bronze, Silver, Gold) or be demoted.
XP & Streak Engine ๐ฅ: Users earned Experience Points (XP) for adding transactions. The key incentive was a streak multiplier; a 10-day streak meant every transaction earned 10x the XP, powerfully rewarding daily use.
Rewards System ๐: We offered a mix of rewards, including virtual badges for achievements and real-world items like a gold coin and electronics for top performers in the Gold league. We also offered discounts on OkCredit subscriptions, which were widely redeemed.