Rethinking a Gamification Feature – Livelo (2025)

Investigated low user engagement with a gamification feature designed to boost activity among low-point users, identifying usability barriers, misaligned expectations, and motivators through a mixed-methods approach.

Gamification
User Motivation
Product Engagement

KEY INSIGHTS

#1 Feature naming strongly influenced user expectations — many expected games, not challenges.

#2 User segmentation is critical: newcomers saw the game as a discovery tool, while experienced users analyzed cost-benefit with greater scrutiny.

#3 Even slight perceptions of financial commitment discouraged participation — clarity and reassurance are essential.

METHODS USED

  • Quantitative survey sent via email to eligible users who didn’t participate in the feature.

  • In-depth interviews (n=12) with active users, recruited via remote testing platforms.

  • Comparative analysis of behavior and perception by experience level (new vs. returning users).

RESULTS

+70K users engaged with the feature during its initial rollout.

99% of users who joined the “Start Here” challenge completed it.

For the “Turbo Challenge,” 48.6% of users reported making their first transaction because of the gamified flow.

10% of all boosted points now originate from the gamification feature.

Key adjustments implemented: entry point visibility, name clarity, onboarding message, and progress tracking visuals.

COLLAB

Worked with cross-functional teams to iterate on product copy, CRM segmentation strategies, PDs and POs.

Previous
Previous

How to Create Real Impact with UX