Blockchain community platform · 2023
Beincom's beta had users but no habit. The PO chose gamification as the growth lever; I designed what to gamify across the user journey, shipped it in two validated phases, and built in safeguards so a token-backed reward economy couldn't be farmed.

TL;DR
Two phases, one goal: give people a reason to come back tomorrow. Daily tasks shipped in October 2023 and reached 61% of daily active users within a week. Achievements followed in December. With both live, retention and engagement in the same user cohort rose sharply, and the wider growth push beat its MAU target three times over.
Beincom launched its beta in September 2023 with 1,500 users. There is no friending or following: everything happens inside communities. When a community is quiet, there is nothing to come back to. Only 16% of users engaged with content and 40% were retained.
Competing with Facebook Groups and Discord, a newer product needed a reason for people to open it every day, before it had enough content to be that reason on its own.
+100% MAUBOD target for Q4/2023 – Q1/2024
The PO and I broke the MAU target into a metric tree, then interviewed five users across our three groups (community owners, creators and consumers) to find where the journey broke.



01
Owners struggled to attract members into an empty space, and consumers found nothing worth returning to.
02
Reading was effortless, but posting, reacting or completing a profile earned users nothing.
03
Once a session ended, nothing gave anyone a reason to come back tomorrow.
Build an in-app economy where users earn medals for meaningful activity.
I mapped every moment in the journey that could earn or spend medals. The PO prioritised them against effort and the BOD deadline.
01Shipped · Phase 1
Log in, react, comment, post.
02Shipped · Phase 2
Complete a profile, finish the community checklist, invite people to Beincom or into a community.
03Not pursued
Top contributors, posts and communities.
04Backlog
Tip creators, donate to community admins.
05Backlog
Avatar frames, profile covers, name badges.
01

02


03
Phases 1 and 2 let people earn medals, but gave them nowhere to spend them inside the app.
I proposed a Phase 3 that would make medals a currency. Users could tip creators whose community posts they valued, and buy avatar frames, profile covers and name badges that show up wherever they chat, comment or react, a pattern Discord has proven. Tipping would turn consumers into creators, and creators drive everyone else's engagement.
The PO said no. There was no evidence it would pay off, it was expensive to build, and the BOD deadline was fixed. For that timeline, that was the right call. The idea went into the backlog.
Next time I'd pitch a cheap test instead of a full system: tipping only, inside one community, with a clear success metric.
We defined success metrics and tracking events with the PO before Phase 1 shipped, so every release was read through Mixpanel funnels, retention reports and session recordings.
Phase 1 was read over its first 30 days to decide whether to build Phase 2. With both phases live, we compared the 30 days after Phase 2 with the 30 days before Phase 1 in the same cohort: retention rose from 40% to 65% and engagement from 16% to 48%. Across the six-month initiative, MAU grew 300% against a +100% target.
Thirty days shows that people engaged; it doesn't prove long-term retention. The MAU gain also reflects marketing running in parallel.
01
Gamification earned its place because it moved several branches of the goal tree at once.
02
Defining tracking events up front made the phase gate a data decision, not a debate.
03
A before/after comparison can't separate rewards from novelty or marketing. A small holdout would have.
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