
Tiffany Lim
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Swagbucks Live Daily Trivia
I designed Daily Trivia, a new on-demand game that expanded Swagbucks Live beyond its 5 PM timeslot and helped nearly triple daily active users from approximately 30K to 100K after launch.
ROLE
Product Designer
Scope
Commerce strategy, IA, UX, and visual design
Timeline
1 month
Platform
Product, machine learning, and engineering
THE PROBLEM
Strong retention. Tiny window.
Swagbucks Live offered one hosted trivia game each day at 5 PM Pacific. Roughly 35,000 people returned daily for the fast questions, live host, community chat, and chance to earn rewards.
But Swagbucks served more than 10 million users, and fewer than 1% participated in Live. The game was engaging for people who could make the scheduled time and inaccessible to almost everyone else.
New users who downloaded the app outside the game window had little to do and were unlikely to return. Growth was constrained less by interest than by availability.
The game didn’t need a larger audience at 5 PM. It needed more hours in the day.

A successful live format was trapped inside one daily timeslot.
The diagnosis
AI could compress the thread. It could not become the authority.
With no budget for interviews or surveys, I worked with the evidence available: App Store and Google Play reviews, Reddit and Facebook discussions, product analytics, and a design audit of the existing app.
Players liked the simplicity, quick rewards, and rare sense of community. But many couldn’t make the scheduled game, some found the live host distracting, and others wanted to play quietly at their own pace.
Analytics showed activity concentrated around the 10-minute game and pre-game chat. The app also buried other ways to earn and provided little guidance for people arriving outside the live window.

The opportunity was to extend what people loved about Live without requiring everyone to arrive at the same time.
THE REFRAME
Keep the energy. Remove the appointment.
The new experience had to make trivia available all day without turning a lively game into a slow, anonymous quiz.
The Strategy
Trust started with knowing when not to summarize.
User Need
Product REsponse
Not enough source material
Explain what a vote changes
Keep the energy
Prompt after users could judge a deal
ake both modes clear
Show activity, feedback, and the network of users
Reward every session
Celebrate progress and connect gameplay to the larger Swagbucks ecosystem
I restructured the app to support both live and on-demand trivia, then mapped the new and returning-user flows across onboarding, gameplay, results, rewards, and re-entry.
My north star: make the game available anytime without losing what made Live feel alive.
The DESIGN
Three Levers. One Behavior.
For clearer entry
Make the value obvious
To support the new game, I simplified the homepage and navigation so live and Daily Trivia had clear entry points. The new structure also surfaced onboarding and other ways to earn that had been buried in the original app.

For first-time players
Route intent, not just keywords
Self-guided onboarding explained the rules, timing, rewards, and progression before the first question. Three-second transitions prepared players between rounds without requiring live commentary.

For game show energy
Let browsing count
Daily Trivia used ten-second questions, three-second countdowns, immediate feedback, and a compact session to recreate the urgency of live play in a self-guided format.

For a rewarding finish
Let browsing count
Results celebrated progress whether players won everything, something, or nothing. Clear rewards and next steps gave each session a satisfying ending and a reason to return.

The outcome
On-demand trivia nearly tripled the daily audience.
+30%
daily active users, growing from approximately 30K to 100K after launch.
More ways to play
Clearer value, better timing, and stronger feedback helped more people take the smallest meaningful community action
Revenue grew with it
Search usage and revenue increased together, connecting a more helpful experience to a stronger business outcome.
Daily Trivia created a repeatable earning loop without replacing the existing live game.
Discovery expanded
The work helped shape dedicated category, brand, store, and All Deals destinations across the broader product.
The soft launch gave the team early evidence that assistive AI could add value without sidelining the community it depended on.
THE TAKEAWAY
Availability drives reach
Strong retention could not overcome a product that was unavailable when most people wanted to use it.
Proxy users distort pace
Employees had stronger literacy and product context than the broader audience. Internal testing missed how rushed some players would feel.
Fast can still be inclusive
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Swagbucks Live Daily Trivia
I designed Daily Trivia, a new on-demand game that expanded Swagbucks Live beyond its 5 PM timeslot and helped nearly triple daily active users from approximately 30K to 100K after launch.
ROLE
Product Designer
Scope
Commerce strategy, IA, UX, and visual design
Timeline
1 month
Platform
Product, machine learning, and engineering
THE PROBLEM
Strong retention. Tiny window.
Swagbucks Live offered one hosted trivia game each day at 5 PM Pacific. Roughly 35,000 people returned daily for the fast questions, live host, community chat, and chance to earn rewards.
But Swagbucks served more than 10 million users, and fewer than 1% participated in Live. The game was engaging for people who could make the scheduled time and inaccessible to almost everyone else.
New users who downloaded the app outside the game window had little to do and were unlikely to return. Growth was constrained less by interest than by availability.
The game didn’t need a larger audience at 5 PM. It needed more hours in the day.

A successful live format was trapped inside one daily timeslot.
The diagnosis
AI could compress the thread. It could not become the authority.
With no budget for interviews or surveys, I worked with the evidence available: App Store and Google Play reviews, Reddit and Facebook discussions, product analytics, and a design audit of the existing app.
Players liked the simplicity, quick rewards, and rare sense of community. But many couldn’t make the scheduled game, some found the live host distracting, and others wanted to play quietly at their own pace.
Analytics showed activity concentrated around the 10-minute game and pre-game chat. The app also buried other ways to earn and provided little guidance for people arriving outside the live window.

The opportunity was to extend what people loved about Live without requiring everyone to arrive at the same time.
THE REFRAME
Keep the energy. Remove the appointment.
The new experience had to make trivia available all day without turning a lively game into a slow, anonymous quiz.
The Strategy
Trust started with knowing when not to summarize.
User Need
Product REsponse
Not enough source material
Explain what a vote changes
Keep the energy
Prompt after users could judge a deal
ake both modes clear
Show activity, feedback, and the network of users
Reward every session
Celebrate progress and connect gameplay to the larger Swagbucks ecosystem
I restructured the app to support both live and on-demand trivia, then mapped the new and returning-user flows across onboarding, gameplay, results, rewards, and re-entry.
My north star: make the game available anytime without losing what made Live feel alive.
The DESIGN
Three Levers. One Behavior.
For clearer entry
Make the value obvious
To support the new game, I simplified the homepage and navigation so live and Daily Trivia had clear entry points. The new structure also surfaced onboarding and other ways to earn that had been buried in the original app.

For first-time players
Route intent, not just keywords
Self-guided onboarding explained the rules, timing, rewards, and progression before the first question. Three-second transitions prepared players between rounds without requiring live commentary.

For game show energy
Let browsing count
Daily Trivia used ten-second questions, three-second countdowns, immediate feedback, and a compact session to recreate the urgency of live play in a self-guided format.

For a rewarding finish
Add personality without adding mystery
Results celebrated progress whether players won everything, something, or nothing. Clear rewards and next steps gave each session a satisfying ending and a reason to return.

The outcome
On-demand trivia nearly tripled the daily audience.
+30%
daily active users, growing from approximately 30K to 100K after launch.
More ways to play
Clearer value, better timing, and stronger feedback helped more people take the smallest meaningful community action
Revenue grew with it
Search usage and revenue increased together, connecting a more helpful experience to a stronger business outcome.
Daily Trivia created a repeatable earning loop without replacing the existing live game.
Discovery expanded
The work helped shape dedicated category, brand, store, and All Deals destinations across the broader product.
The soft launch gave the team early evidence that assistive AI could add value without sidelining the community it depended on.
THE TAKEAWAY
Availability drives reach
Strong retention could not overcome a product that was unavailable when most people wanted to use it.
Proxy users distort pace
Employees had stronger literacy and product context than the broader audience. Internal testing missed how rushed some players would feel.
Fast can still be inclusive

Tiffany Lim
Work
Play
About
Resume





Swagbucks Live Daily Trivia
I designed Daily Trivia, a new on-demand game that expanded Swagbucks Live beyond its 5 PM timeslot and helped nearly triple daily active users from approximately 30K to 100K after launch.
ROLE
Product Designer
Scope
Strategy, UX, gameplay, and visual design
Timeline
1 month
Platform
Consumer Mobile App
THE PROBLEM
Strong retention. Tiny window.
Swagbucks Live offered one hosted trivia game each day at 5 PM Pacific. Roughly 35,000 people returned daily for the fast questions, live host, community chat, and chance to earn rewards.
But Swagbucks served more than 10 million users, and fewer than 1% participated in Live. The game was engaging for people who could make the scheduled time and inaccessible to almost everyone else.
New users who downloaded the app outside the game window had little to do and were unlikely to return. Growth was constrained less by interest than by availability.
The game didn’t need a larger audience at 5 PM. It needed more hours in the day.

A successful live format was trapped inside one daily timeslot.
The diagnosis
The format worked. The schedule didn’t.
With no budget for interviews or surveys, I worked with the evidence available: App Store and Google Play reviews, Reddit and Facebook discussions, product analytics, and a design audit of the existing app.
Players liked the simplicity, quick rewards, and rare sense of community. But many couldn’t make the scheduled game, some found the live host distracting, and others wanted to play quietly at their own pace.
Analytics showed activity concentrated around the 10-minute game and pre-game chat. The app also buried other ways to earn and provided little guidance for people arriving outside the live window.

The opportunity was to extend what people loved about Live without requiring everyone to arrive at the same time.
THE REFRAME
Keep the energy. Remove the appointment.
The new experience had to make trivia available all day without turning a lively game into a slow, anonymous quiz.
The Strategy
Design one app for two ways to play
User Need
System responsibility
Play anytime
Create a hostless daily game available outside the timeslot
Keep the energy
Use short rounds, countdowns, and immediate feedback to preserve momentum
ake both modes clear
Give live and on-demand trivia distinct, obvious entry points
Reward every session
Celebrate progress and connect gameplay to the larger Swagbucks ecosystem
I restructured the app to support both live and on-demand trivia, then mapped the new and returning-user flows across onboarding, gameplay, results, rewards, and re-entry.
My north star: make the game available anytime without losing what made Live feel alive.
The DESIGN
One app. Two ways to play
For clearer entry
Make both modes obvious
To support the new game, I simplified the homepage and navigation so live and Daily Trivia had clear entry points. The new structure also surfaced onboarding and other ways to earn that had been buried in the original app.

For first-time players
Teach the game without a host
Self-guided onboarding explained the rules, timing, rewards, and progression before the first question. Three-second transitions prepared players between rounds without requiring live commentary.

For game show energy
Keep the pace, lose the schedule
Daily Trivia used ten-second questions, three-second countdowns, immediate feedback, and a compact session to recreate the urgency of live play in a self-guided format.

For a rewarding finish
End every game on a high note
Results celebrated progress whether players won everything, something, or nothing. Clear rewards and next steps gave each session a satisfying ending and a reason to return.

The outcome
On-demand trivia nearly tripled the daily audience.
~3x
daily active users, growing from approximately 30K to 100K after launch.
More ways to play
The app expanded from one scheduled live event into an experience with value throughout the day.
More reasons to return
Daily Trivia created a repeatable earning loop without replacing the existing live game.
A broader product
The updated architecture supported live trivia, on-demand play, onboarding, and other earning opportunities.
THE TAKEAWAY
Availability drives reach
Strong retention could not overcome a product that was unavailable when most people wanted to use it.
Proxy users distort pace
Employees had stronger literacy and product context than the broader audience. Internal testing missed how rushed some players would feel.
Fast can still be inclusive