Tiffany Lim
Work
About
Contact
The Problem
Strong Retention, Limited Reach
Swagbucks Live had high return rates, but low reach. Despite having over 10 million users, the game only reached 30,000 users daily due to only offering one fixed daily game. This excluded users in different time zones or with conflicting schedules.
How might we make the game more accessible, more interactive, and more rewarding so more users can join in on the fun?
Goals
Aligning user needs with business growth
Discovery
Uncovering key insights with limited resources
Design Audit
Identifying friction points and structural gaps
Process
Designing the foundation for a new way to play
Delivery
Play anywhere, anytime
Reflection
Measurable success after launch
This project reminded me that great design often means making smart tradeoffs in imperfect conditions. We saw a clear boost in engagement, but post-launch feedback showed that some users felt rushed during gameplay. I had tested timing internally with Prodege employees, who had stronger literacy and context than our broader user base. Without a budget or timeline for formal usability testing, this was the most scrappy yet available option.
In hindsight, I would push for broader testing or design for a slightly wider range of reading speeds. It was a valuable reminder that even fast-paced products benefit from inclusive defaults—and that internal testing can miss the nuances of real-world users.
Up Next
Thanks For Reading
Thanks for taking the time to read this case study, I hope it gave you a glimpse into how I approach product design when working within constraints, balancing scrappy research, visual clarity, and gameplay design to create a more accessible experience.
If you're curious to see more, feel free to check out my other case studies:
Work
Play
About
Resume
The Problem
Strong Retention, Limited Reach
Swagbucks Live had high return rates, but low reach. Despite having over 10 million users, the game only reached 30,000 users daily due to only offering one fixed daily game. This excluded users in different time zones or with conflicting schedules.
How might we make the game more accessible, more interactive, and more rewarding so more users can join in on the fun?
Goals
Aligning user needs with business growth
Discovery
Uncovering key insights with limited resources
Design Audit
Identifying friction points and structural gaps
Process
Designing the foundation for a new way to play
Delivery
Play anywhere, anytime
Reflection
Measurable success after launch
This project reminded me that great design often means making smart tradeoffs in imperfect conditions. We saw a clear boost in engagement, but post-launch feedback showed that some users felt rushed during gameplay. I had tested timing internally with Prodege employees, who had stronger literacy and context than our broader user base. Without a budget or timeline for formal usability testing, this was the most scrappy yet available option.
In hindsight, I would push for broader testing or design for a slightly wider range of reading speeds. It was a valuable reminder that even fast-paced products benefit from inclusive defaults—and that internal testing can miss the nuances of real-world users.
Up Next
Thanks For Reading
Thanks for taking the time to read this case study, I hope it gave you a glimpse into how I approach product design when working within constraints, balancing scrappy research, visual clarity, and gameplay design to create a more accessible experience.
If you're curious to see more, feel free to check out my other case studies:
Tiffany Lim
Work
Play
About
Resume
The Problem
Strong Retention, Limited Reach
Swagbucks Live had high return rates, but low reach. Despite having over 10 million users, the game only reached 30,000 users daily due to only offering one fixed daily game. This excluded users in different time zones or with conflicting schedules.
How might we make the game more accessible, more interactive, and more rewarding so more users can join in on the fun?
Goals
Aligning user needs with business growth
Discovery
Uncovering key insights with limited resources
Design Audit
Identifying friction points and structural gaps
Process
Designing the foundation for a new way to play
Delivery
Play anywhere, anytime
Reflection
Lessons Learned
This project reminded me that great design often means making smart tradeoffs in imperfect conditions. We saw a clear boost in engagement, but post-launch feedback showed that some users felt rushed during gameplay. I had tested timing internally with Prodege employees, who had stronger literacy and context than our broader user base. Without a budget or timeline for formal usability testing, this was the most scrappy yet available option.
In hindsight, I would push for broader testing or design for a slightly wider range of reading speeds. It was a valuable reminder that even fast-paced products benefit from inclusive defaults—and that internal testing can miss the nuances of real-world users.
Up Next
Thanks For Reading
Thanks for taking the time to read this case study, I hope it gave you a glimpse into how I approach product design when working within constraints, balancing scrappy research, visual clarity, and gameplay design to create a more accessible experience.
If you're curious to see more, feel free to check out my other case studies: