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/01BeincomProduct Designer

Blockchain community platform · 2023

Turning a 1,500-user beta into a daily habit

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.

  • Research
  • Strategy
  • UX
  • UI
  • Success metrics & tracking
Role
Sole product designer
Team
PO, Head of Product, engineering, marketing
Timeline
6 months · Q4/2023 – Q1/2024
Platform
Web & mobile
Outcome
61% of DAU on daily tasks in week one
Beincom rewards screens on a laptop and a phone

TL;DR

Summary

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.

Daily-task adoption
61%01234567890123456789%
Of DAU, first 7 days of Phase 1
Retention
+25pp+01234567890123456789pp
40% → 65%, same cohort, 30 days before vs after
Engagement
+32pp+01234567890123456789pp
16% → 48%, same cohort, 30 days before vs after
MAU
+300%+012345678901234567890123456789%
6-month initiative with marketing; target +100%
01/Problem

People joined, looked around, and didn't come back

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% MAU+012345678901234567890123456789% MAUBOD target for Q4/2023 – Q1/2024

02/Understand

Retention was the branch worth pulling

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.

Goal tree breaking X2 MAU into acquisition, activation, retention and referral metrics, and the product initiatives that drive them, with gamification highlighted
(Metric tree built with the PO. Gamification was picked because it touched retention, engagement and referral at once)
Journey map of community owners and creators
(Community owners & creators)
Journey map of content consumers
(Content consumers. Built from five interviews and agreed with the product team)
  1. 01

    Quiet communities stay quiet

    Owners struggled to attract members into an empty space, and consumers found nothing worth returning to.

  2. 02

    Acting gave nothing back

    Reading was effortless, but posting, reacting or completing a profile earned users nothing.

  3. 03

    Nothing pulled people back

    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.
The PO chose gamification as the lever. My job was deciding what to gamify, and making it safe to ship.
03/Explore

Five ideas, two shipped

I mapped every moment in the journey that could earn or spend medals. The PO prioritised them against effort and the BOD deadline.

  1. 01Shipped · Phase 1

    Reward everyday activity

    Log in, react, comment, post.

  2. 02Shipped · Phase 2

    Reward one-time & lifetime milestones

    Complete a profile, finish the community checklist, invite people to Beincom or into a community.

  3. 03Not pursued

    Leaderboards

    Top contributors, posts and communities.

  4. 04Backlog

    Spend medals on people

    Tip creators, donate to community admins.

  5. 05Backlog

    Spend medals on identity

    Avatar frames, profile covers, name badges.

04/Decide

Three calls that shaped the system

  1. 01

    Reward the habit, not the tap

    Insight
    Users had no reason to return daily, and consumers, the largest group, rarely acted at all.
    Decision
    Four daily tasks, reset at 00:00 server time, each with a minimum bar: stay online for 5 minutes, leave 5 reactions, leave 5 comments, write a 300-character post. Consumers can earn on day one, and the post task nudges them toward creating.
    Trade-off
    Every threshold is a guess at the line between real activity and farming. Set it too high and casual users give up; too low and medals stop meaning anything. We kept each one finishable in a single session and left tuning to the data.
    Desktop rewards page with four daily tasks, the medal balance and the achievements gallery
    (Daily tasks)
  2. 02

    Prove the habit before building the ladder

    Insight
    Achievements only matter if people already come back.
    Decision
    Phase 1 (early October 2023) shipped daily tasks alone, with adoption and engagement in Mixpanel as the gate. 61% of DAU completed tasks in the first week, and the share kept climbing. Phase 2 (late December 2023) then added Achievements: one-time and lifetime goals, including referrals and invites, worth 10× a daily task.
    Trade-off
    It took longer to reach the full system, but we didn't build a progression layer on top of an unproven loop.
    Desktop rewards page with daily tasks above the Honorary Builder achievement and its profile, community and referral goals
    (Achievements)
    Mobile rewards screen with daily tasks, next to an achievement detail with its profile, community and referral goals
    (Rewards on mobile)
  3. 03

    Assume it will be farmed

    Insight
    Medals were planned to convert into unlockable tokens once Beincom's coin listed, which gave throwaway accounts a real-money incentive.
    Decision
    I proposed eKYC to block throwaway accounts, and a limit of one claim per task, per account, per server day. Both shipped.
    Trade-off
    eKYC adds friction, and some farming risk remains. The PO and Head of Product accepted that in exchange for the retention and MAU goals, and deferred the conversion rate to a three-month review of how medals were distributed across accounts.
05/Pitch

The phase I didn't get to ship

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.

06/Validate

Measured, not guessed

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.

Live app at group.beincom.com(opens in a new tab)
07/Reflect

What I'd carry forward

  1. 01

    Start from the metric tree, not the feature

    Gamification earned its place because it moved several branches of the goal tree at once.

  2. 02

    Instrument before launch

    Defining tracking events up front made the phase gate a data decision, not a debate.

  3. 03

    Hold out a control group

    A before/after comparison can't separate rewards from novelty or marketing. A small holdout would have.

Next case→

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  • Onboarding that asks less and gives back more
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