This body of work set out to address a user behavior that was tied to a key business metric. Data showed that users who completed even just 4 lessons caused a hockey-stick in retention rates. So the leading metric to tackle was for 30% of users to increase the number of lessons completed within the first 14 days from 3.1 lessons to 5 lessons. The assumption was that rewarding them with streaks would gamify the experience leading to more lesson consumption. Along the way, we also iterated in behavioral cues such as a “done for the day” state, the ability to “binge”, streak freezes to avoid loss and frustration, and the ability to earn “bonus streaks”.
Target was achieved. We saw the completion rates steadily climb as streaks was introduce, then continue to improve as we introduced the further iterations described above. Future iterations will involve introducing a variety of streak-earning user behaviors and possibly a reimagining of at least 2 of the dashboard elements.
Product: EveryDollar budgeting app
P.M.: Power Jensen
Dev: Multiple
Design: Taaron Parsons
Expand the embedded Figma file below, or click the button to view the full working prototype.