Viberse
Viberse is a social app for daily sharing, participation, and earning.
I designed its gamified mission experience to encourage core social behaviors, contributing to a 27.6% increase in average interactions per active user.
Viberse has also grown to 1M+ registered users, reaching #12 in Social on the App Store and #33 in Social on Google Play in India.
- Responsibilities
- UIUX Design · GA Tracking
- Team
- 1 Product Owner · 1 Design Lead · 1 UIUX Designer · 1 Art Designer · 4 Developers
- Timeline
- 2024 - 2025

Goal.
Strengthen Social Engagement to Support Retention.
We hypothesized that encouraging users to complete core social actions more frequently could strengthen engagement and ultimately improve retention.
Gamified missions were introduced as the mechanism, while I focused on how users would discover, understand, and complete them.
What Was the Result?
- Interactions / User
- +27.6%
- Chose It as Their Favorite Feature
- 67%

Planet badge artwork created by the project’s art designer.
Design Strategy.
Complete an Action
Earn Rewards
Use Rewards Socially
Trigger Another Interaction
Gamified Onboarding
Turn profile setup into a lightweight progression experience.


Collectible Achievement
Use collectible badges to sustain motivation over time.


Social Reward Loop
Use rewards to trigger the next social interaction.
Users Feedback.
Missions Were the Most-Liked Feature
Among 314 survey responses, 67.1% of respondents selected Missions to Earn as one of their favorite features—the highest among all features included in the survey.
Clear Rewards and Collection Made Missions Appealing
Earning rewards was the most frequently mentioned reason for liking Missions, while 20 respondents also specifically mentioned that collecting points was fun. This suggests that clear value and collection mechanics both contributed to the appeal of the experience.
Research Limitation: The sample skewed toward new and highly active users. A high Beans incentive may also have overrepresented reward-driven participants, limiting the generalizability of the findings.
Takeaways.
What Worked
The Mission experience increased average interactions per active user by 27.6%. Survey feedback also showed that clear rewards, simple interactions, and collectible mechanics made Missions appealing to users.
What We Learned
Higher engagement did not translate into a significant improvement in retention. This suggests that gamification can effectively trigger short-term behavior, but rewards alone may not create enough recurring value to bring users back over time.
Note: The brand film shown in this project was created by a dedicated motion designer.