TFR Revamp

TFR Revamp

Turning Rewards Into Experiences

Turning Rewards Into Experiences

About MPL

About MPL

MPL (Mobile Premier League) is a mobile gaming platform that offers a wide range of skill-based games across genres such as puzzles, sports, arcade, and casual competitions.

MPL (Mobile Premier League) is a mobile gaming platform that offers a wide range of skill-based games across genres such as puzzles, sports, arcade, and casual competitions.

What is TFR?

What is TFR?

TFR stands for Tasks for Rewards. It’s a mission system where users complete tasks to earn rewards. These tasks are tied to different games, encouraging players to spend more time in gameplay and explore a wider variety of games.

TFR stands for Tasks for Rewards. It’s a mission system where users complete tasks to earn rewards. These tasks are tied to different games, encouraging players to spend more time in gameplay and explore a wider variety of games.

Team & Role

Team & Role

Raslan

Raslan

Product Designer

Product Designer

Swaraj

Swaraj

Illustrator

Illustrator

Vishnu

Vishnu

Motion Designer

Motion Designer

Sivam

Sivam

Product Manager

Product Manager

Mahesh

Mahesh

Developer

Developer

Worked end-to-end from user research and behavioral analytics to prototyping and final visual design, collaborating with developers to fine tune motion and feedback timing.

Worked end-to-end from user research and behavioral analytics to prototyping and final visual design, collaborating with developers to fine tune motion and feedback timing.

The Business Problem

The Business Problem

The Product Manager approached me with a request to revamp the TFR UI because it wasn’t performing well.

The Product Manager approached me with a request to revamp the TFR UI because it wasn’t performing well.

However, the real issues surfaced through metrics were:

However, the real issues surfaced through metrics were:

Low Task Completion Rate

Low Task Completion Rate

Low Reward Claim Rate

Low Reward Claim Rate

These numbers suggested a deeper issue than visuals, something in the user journey and motivation loop was broken.

These numbers suggested a deeper issue than visuals, something in the user journey and motivation loop was broken.

Shifting the Question

Shifting the Question

Instead of asking “How do we redesign this screen?”

Instead of asking “How do we redesign this screen?”

I reframed it to:

I reframed it to:

“Why are users not completing tasks or claiming rewards?”

“Why are users not completing tasks or claiming rewards?”

This shifted the project from UI Redesign to Experience Investigation.

This shifted the project from UI Redesign to Experience Investigation.

Research Phase

Research Phase

I evaluated the current flow against usability principles.

I evaluated the current flow against usability principles.

Current Design

Current Design

Entry point to the TFR screen

home screen widget

TFR screen

CTA to play games and complete tasks

Gameplay screen

Game lobby

Findings

  • When a user clicks Play on the TFR page, the game begins right away. But once the game ends, they come back to the lobby screen and there’s no immediate feedback about task progress. To check the progress, users have to leave the game and go to the home screen to access the TFR screen.

  • When a user clicks Play on the TFR page, the game begins right away. But once the game ends, they come back to the lobby screen and there’s no immediate feedback about task progress. To check the progress, users have to leave the game and go to the home screen to access the TFR screen.

  • Users often don’t realize when they’ve actually completed a task. Even when a reward is ready to be claimed, there’s no clear indication, so many miss out on collecting it.

  • Users often don’t realize when they’ve actually completed a task. Even when a reward is ready to be claimed, there’s no clear indication, so many miss out on collecting it.

  • They also don’t know where to claim their rewards.

  • They also don’t know where to claim their rewards.

  • The TFR screen consists of many filters which makes it overwhelming for the users to navigate.

  • The TFR screen consists of many filters which makes it overwhelming for the users to navigate.

  • Sometimes the TFR widget is placed on the bottom of the home screen if some widgets of high priority shows up. This again makes it difficult for the users to find the TFR screen.

  • Sometimes the TFR widget is placed on the bottom of the home screen if some widgets of high priority shows up. This again makes it difficult for the users to find the TFR screen.

Guided Usability Testing

Guided Usability Testing

I conducted moderated sessions focusing specifically on how users interacted with the reward system.

I conducted moderated sessions focusing specifically on how users interacted with the reward system.

Key Observations

Key Observations

  • Users felt tasks were overwhelming.

  • Users felt tasks were overwhelming.

  • After gameplay, they were redirected to the lobby with no progress feedback.

  • After gameplay, they were redirected to the lobby with no progress feedback.

  • Users questioned whether their progress was counted.

  • Users questioned whether their progress was counted.

  • Some assumed tasks reset.

  • Some assumed tasks reset.

There was a disconnect between effort and acknowledgment.

There was a disconnect between effort and acknowledgment.

Discovery — The Experience Gap

Discovery — The Experience Gap

Users couldn’t see progress at the moment it mattered most - immediately after gameplay.

Users couldn’t see progress at the moment it mattered most - immediately after gameplay.

Competitive Research

Competitive Research

To better understand how successful gaming platforms drive engagement through rewards, I conducted a comparative analysis of popular mission and progression systems across the industry. The goal was to identify recurring patterns that encourage users to continue playing and completing tasks.

To better understand how successful gaming platforms drive engagement through rewards, I conducted a comparative analysis of popular mission and progression systems across the industry. The goal was to identify recurring patterns that encourage users to continue playing and completing tasks.

Research Focus

Research Focus

  • How reward progress is communicated

  • How reward progress is communicated

  • Structure of mission and milestone rewards

  • Structure of mission and milestone rewards

  • Post-game feedback loops

  • Post-game feedback loops

  • Visual hierarchy and task clarity

  • Visual hierarchy and task clarity

  • Motivation triggers that encourage repeat gameplay

  • Motivation triggers that encourage repeat gameplay

Key Patterns Observed

Key Patterns Observed

Immediate Progress Feedback

Immediate Progress Feedback

High-performing games consistently show task or mission progress immediately after a gameplay session. This instant acknowledgment reassures users that their effort counted and reinforces the desire to continue.

High-performing games consistently show task or mission progress immediately after a gameplay session. This instant acknowledgment reassures users that their effort counted and reinforces the desire to continue.

Tiered Reward Structures

Tiered Reward Structures

Most systems provide small rewards for individual task completion and a larger milestone reward for completing the entire set. This balances short-term gratification with long-term goals, creating sustained motivation.

Most systems provide small rewards for individual task completion and a larger milestone reward for completing the entire set. This balances short-term gratification with long-term goals, creating sustained motivation.

Visible Milestones & Progress Bars

Visible Milestones & Progress Bars

Clear visual indicators such as progress bars, checklists, and percentage completion help users quickly understand where they stand and what remains.

Clear visual indicators such as progress bars, checklists, and percentage completion help users quickly understand where they stand and what remains.

Reduced Cognitive Load

Reduced Cognitive Load

Tasks are often broken into smaller, digestible units rather than presented as a large, intimidating list. This makes participation feel achievable rather than overwhelming.

Tasks are often broken into smaller, digestible units rather than presented as a large, intimidating list. This makes participation feel achievable rather than overwhelming.

Persistent Visibility

Persistent Visibility

Reward progress is not buried inside menus. Instead, it is surfaced in primary navigation areas such as dashboards or lobby screens, ensuring constant awareness without extra effort.

Reward progress is not buried inside menus. Instead, it is surfaced in primary navigation areas such as dashboards or lobby screens, ensuring constant awareness without extra effort.

Design Goals

Design Goals

  • Reinforce motivation with progressive incentives

  • Reinforce motivation with progressive incentives

  • Provide instant progress visibility

  • Provide instant progress visibility

  • Reduce task overwhelm and simplify the design

  • Reduce task overwhelm and simplify the design

  • Increase task completion & reward claims

  • Increase task completion & reward claims

Solutions - Reward Structure Design

Solutions - Reward Structure Design

Tiered incentive architecture

Tiered incentive architecture

Small rewards for each mission

Small rewards for each mission

Quick dopamine hits

Quick dopamine hits

Large milestone reward for completing all tasks

Large milestone reward for completing all tasks

Delayed gratification

Delayed gratification

TFR screen - OLD

TFR screen - OLD

TFR screen - New

TFR screen - New

We redesigned the interface with a stronger gamified aesthetic to enhance immersion and engagement. In the new design, rewards are structured at two levels. Completing each task grants a reward, while finishing the entire set unlocks a larger chest containing a bigger reward. This structure keeps players engaged through small milestones, while the final big reward serves as the ultimate goal.

We redesigned the interface with a stronger gamified aesthetic to enhance immersion and engagement. In the new design, rewards are structured at two levels. Completing each task grants a reward, while finishing the entire set unlocks a larger chest containing a bigger reward. This structure keeps players engaged through small milestones, while the final big reward serves as the ultimate goal.

This created;

This created;

Immediate gratification

Immediate gratification

Sustained motivation

Sustained motivation

Clear end goal

Clear end goal

Design Challenge — Balancing Visibility and Focus

Design Challenge — Balancing Visibility and Focus

How do you show progress without interrupting play?

How do you show progress without interrupting play?

We explored two directions:

We explored two directions:

  • Post-match popup on result screen

  • Post-match popup on result screen

We’re already running experiments like “cross-sell” on the results page. So there won’t be enough space for this and it’ll look cluttered if we add everything. So, this won’t work

We’re already running experiments like “cross-sell” on the results page. So there won’t be enough space for this and it’ll look cluttered if we add everything. So, this won’t work

  • Lobby-embedded progress tracker

  • Lobby-embedded progress tracker

This can work as the lobby is where users spent most of their time other than the gameplay itself

This can work as the lobby is where users spent most of their time other than the gameplay itself

Solutions - Progress Visibilty

Solutions - Progress Visibilty

Design Principles

Design Principles

Proximity

Proximity

Keep rewards in the player’s active zone (the lobby)

Keep rewards in the player’s active zone (the lobby)

Clarity

Clarity

Make task progress visible at a glance

Make task progress visible at a glance

Delight

Delight

Turn claiming into an emotional payoff

Turn claiming into an emotional payoff

How do we achieve these?

How do we achieve these?

We tried many designs like...

We tried many designs like...

There are a few other reward systems in the app as well, and they might go unnoticed by users in the same way TFR does. So we thought, why not create a dedicated space on the lobby page where all reward types can be shown, along with their progress for that game?

There are a few other reward systems in the app as well, and they might go unnoticed by users in the same way TFR does. So we thought, why not create a dedicated space on the lobby page where all reward types can be shown, along with their progress for that game?

We called the section - Reward surfacing in lobby.

We called the section - Reward surfacing in lobby.

New section

Game lobby - previous

Game lobby - new

How does this work for TFR?

How does this work for TFR?

Whenever there is a new task for a game, it appears in the reward surfacing section of that game. Users can click on it to expand the widget and see the details of tasks. If they click on it again, they will be redirected to the TFR page.

Whenever there is a new task for a game, it appears in the reward surfacing section of that game. Users can click on it to expand the widget and see the details of tasks. If they click on it again, they will be redirected to the TFR page.

The widget will always be showing the progress of the tasks so that users are aware of how close they are to their reward.

The widget will always be showing the progress of the tasks so that users are aware of how close they are to their reward.

Game lobby

lobby - TFR expanded

TFR screen

You can ask - why expand? Why not take them to TFR page directly?

You can ask - why expand? Why not take them to TFR page directly?

My logic is - I'm trying to make them stay at the lobby page itself. I don't want to break the experience here. Once they understands the widget, they'll be able to perceive information without even expanding the widget.

My logic is - I'm trying to make them stay at the lobby page itself. I don't want to break the experience here. Once they understands the widget, they'll be able to perceive information without even expanding the widget.

When a task is completed, the circle changes to show a Claim button. Once users tap it, the reward amount is credited directly to their wallet. They can also choose to claim the reward from the TFR page

When a task is completed, the circle changes to show a Claim button. Once users tap it, the reward amount is credited directly to their wallet. They can also choose to claim the reward from the TFR page

lobby - TFR claim

TFR screen - claim

TFR - after claim

TFR - after claim

Once all tasks are completed, the chest becomes ready to open. Users can unlock it either from the TFR page or directly from the lobby page

Once all tasks are completed, the chest becomes ready to open. Users can unlock it either from the TFR page or directly from the lobby page

home - chest claim

lobby - chest claim

TFR - chest claim

Chest Opening Experience

chest - yet to open

chest - opened

reward summary

After the chest is opened and the reward is claimed, a new set of tasks appears. Along with it, a chest of a higher value is unlocked for the user to work toward.

After the chest is opened and the reward is claimed, a new set of tasks appears. Along with it, a chest of a higher value is unlocked for the user to work toward.

Chest claimed

Chest claimed

New chest & tasks

New chest & tasks

prototype

prototype

I made a prototype of the reward claim experience in Figma

I made a prototype of the reward claim experience in Figma

Validation

Validation

Post-prototype testing showed:

Post-prototype testing showed:

Users found progress within seconds.

Users found progress within seconds.

Confusion about progress reduced significantly.

Confusion about progress reduced significantly.

Users described the system as motivating.

Users described the system as motivating.

Increased willingness to continue gameplay.

Increased willingness to continue gameplay.

Behavioral Principles Applied

Behavioral Principles Applied

Goal Gradient Effect - effort increases near reward

Goal Gradient Effect - effort increases near reward

Progress Principle - visible progress boosts motivation

Progress Principle - visible progress boosts motivation

Operant Conditioning - rewards reinforce behavior

Operant Conditioning - rewards reinforce behavior

Chunking Theory - smaller tasks reduce overwhelm

Chunking Theory - smaller tasks reduce overwhelm

Impact - What Changed

Impact - What Changed

The redesign transformed both behavior and sentiment.

The redesign transformed both behavior and sentiment.

5% boost in milestone reward claim rate

5% boost in milestone reward claim rate

4–9% increase across other reward types

4–9% increase across other reward types

Lower drop-off between task completion and reward claim

Lower drop-off between task completion and reward claim

Rewards stopped being a menu action — they became a moment of celebration.

Rewards stopped being a menu action — they became a moment of celebration.

What I Learned

What I Learned

Motivation isn’t about adding more coins, it’s about showing progress at the right time.

Motivation isn’t about adding more coins, it’s about showing progress at the right time.

I learned that small UX shifts like moving a widget into the right context can profoundly change player behavior.

I learned that small UX shifts like moving a widget into the right context can profoundly change player behavior.

Designing for games taught me to balance clarity with emotion, to make every tap feel meaningful.

Designing for games taught me to balance clarity with emotion, to make every tap feel meaningful.

Get in touch

Get in touch

Phone: +91 9645707012

Phone: +91 9645707012