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
Viberse 的任務體驗畫面:任務清單、獎勵收集與社群動態

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%
任務進程循環:Newcomer → Settler → Explorer → Recruiter,四個階段環繞中央的 Viber 星球

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.

Settler 星球任務詳情畫面:已完成 2/4 項任務,Add gender 反白待處理
Settler 星球任務詳情畫面:4/4 項任務全部完成,共收集 100 點

Collectible Achievement

Use collectible badges to sustain motivation over time.

Cosmos 星系總覽畫面:Newcomer、Settler、Recruiter、Explorer 四個星球徽章與進度
Missions 任務清單畫面:Special/Daily/Weekly 分類與可領取的獎勵

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.