TFR Revamp

TFR Revamp

Turning Rewards Into Experiences

Turning Rewards Into Experiences

Team & Role

Team & Role

Muhammed Raslan

Muhammed Raslan

Product Designer

Product Designer

Swaraj Tawalare

Swaraj Tawalare

Illustrator

Illustrator

Sivam Jyotishi

Sivam Jyotishi

Product Manager

Product Manager

Mahesh Maharana

Mahesh Maharana

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.

Context

Context

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.

Yet, we noticed something counterintuitive: players were completing missions, but fewer than half claimed their rewards.

The old reward system lived deep inside the menu - out of sight, out of mind.

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.

Yet, we noticed something counterintuitive: players were completing missions, but fewer than half claimed their rewards.

The old reward system lived deep inside the menu - out of sight, out of mind.

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

  • 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

Goal

Goal

Make claiming rewards as intuitive and satisfying as gameplay itself

Make claiming rewards as intuitive and satisfying as gameplay itself

Discovery — The Attention Gap

Discovery — The Attention Gap

I interviewed frequent players and mapped event data. It revealed a simple behavioral truth:

I interviewed frequent players and mapped event data. It revealed a simple behavioral truth:

Players spend 90% of their time in the game lobby — but rewards lived outside it.

Players spend 90% of their time in the game lobby — but rewards lived outside it.

They weren’t ignoring rewards; the system was ignoring their attention.

They weren’t ignoring rewards; the system was ignoring their attention.

This shifted our perspective from

“make better rewards” to “surface rewards where players already are.”

This shifted our perspective from

“make better rewards” to “surface rewards where players already are.”

Design Challenge — Balancing Visibility and Focus

Design Challenge — Balancing Visibility and Focus

How do you make rewards visible without interrupting play?

How do you make rewards visible without interrupting play?

We explored three directions:

We explored three directions:

Floating widget - Felt too distracting

Floating widget - Felt too distracting

Post-match popup - Felt like spam

Post-match popup - Felt like spam

Lobby-embedded progress tracker

Lobby-embedded progress tracker

This third approach aligned with both the player’s flow and their motivation loop

This third approach aligned with both the player’s flow and their motivation loop

Solution — The Improved Reward System

Solution — The Improved Reward System

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

Final UI Improvements

Final UI Improvements

Lobby Progress Tracker: A compact widget that shows task progress live - “3/5 missions complete.”

Lobby Progress Tracker: A compact widget that shows task progress live - “3/5 missions complete.”

Animated Treasure Chest: Unlocks automatically when a milestone task is done, adding a playful sense of anticipation.

Animated Treasure Chest: Unlocks automatically when a milestone task is done, adding a playful sense of anticipation.

Claim Interaction: Replaced multi-step claim screens with a single, rewarding tap — complete with confetti and haptic feedback.

Claim Interaction: Replaced multi-step claim screens with a single, rewarding tap — complete with confetti and haptic feedback.

New section

Game lobby - previous

Game lobby - new

We call this section - Reward surfacing in lobby.

We call this section - Reward surfacing in lobby.

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?

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

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

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.

Behind the Design - Building a Reward Loop

Behind the Design - Building a Reward Loop

To ensure long-term engagement, we introduced a reward loop system:

To ensure long-term engagement, we introduced a reward loop system:

Daily Missions: quick dopamine hits (instant rewards)

Daily Missions: quick dopamine hits (instant rewards)

Milestone Chests: delayed gratification (higher-tier rewards)

Milestone Chests: delayed gratification (higher-tier rewards)

This layered system ensures that every player type, from casual to competitive, has a reason to come back

This layered system ensures that every player type, from casual to competitive, has a reason to come back

home screen widget

tfr screen

Entry point to the TFR screen

CTA to play games and complete tasks

Progress bar indicating the progress of the tasks

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.

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.

prototype

prototype

I made a prototype of the reward claim experience in Figma

I made a prototype of the reward claim experience in Figma

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