Tiffany Lim

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swagbuckslive
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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.

tlim

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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

Open to new opportunities and collaborative projects

Connect

Linkedin

hello@tiffanylim.design

© Tiffany Lim, 2025. Made with love, Figma, and coffee.

Work

project

Play

project

About

project

Resume

project
swagbuckslive
swagbuckslive
swagbuckslive
swagbuckslive

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.

tlim

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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

Open to new opportunities and collaborative projects

Connect

Linkedin

hello@tiffanylim.design

© Tiffany Lim, 2025. Made with love, Figma, and coffee.

Tiffany Lim

Work

Play

About

Resume

swagbuckslive
swagbuckslive
swagbuckslive
swagbuckslive

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.

tlim

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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.

swagbuckslive

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