Turning confusing rewards into Missions users could act on

Super’s rewards looked valuable, but users struggled to understand, compare, and redeem them. I redesigned the rewards model into guided Missions that made rewards easier to understand and act on.

35%

35%

Boost in reward engagement

Boost in reward engagement

11%

11%

Boost in reward engagement

Boost in reward engagement

5%+

5%+

Rise in reward completions

Rise in reward completions

ROLE

Sr. Product Designer

Led the shift to a guided Mission model. Problem framing, UX strategy, writing, prototyping, MVP.

Led the shift to a guided Mission model. Problem framing, UX strategy, writing, prototyping, MVP.

SCOPE

4 months

2 Product Managers, 3 engineers, 1 researcher. Onboarding, user activation, referral, travel rewards.

SCOPE

4 months

2 PMs, 3 engineers, 1 researcher. Onboarding, activation, referral, and travel loyalty rewards.

PROBLEM

Unclear rewards caused confusion and drop-offs

Users saw rewards, but often could not tell what they were worth, how to unlock them, or why they mattered. That confusion reduced action and made rewards harder to redeem.

Users saw rewards, but often could not tell what they were worth, how to unlock them, or why they mattered. That confusion reduced user action and made rewards harder to redeem.

21%

21%

Didn’t understand the rewards system

Didn’t understand the rewards system

Didn’t understand the rewards system

31%

31%

Were dissatisfied with the redemption flow

Were dissatisfied with the redemption flow

Were dissatisfied with the redemption flow

Turning confusing loyalty rewards into actionable Missions

Turning confusing loyalty rewards into actionable Missions

UX research board mockup in Miro showing sticky notes questioning reward logic in Super.com’s legacy system, with notes like ‘Cashback uncapped?’ and ‘Why do rewards expire?’
UX research board mockup in Miro showing sticky notes questioning reward logic in Super.com’s legacy system, with notes like ‘Cashback uncapped?’ and ‘Why do rewards expire?’
UX research board mockup in Miro showing sticky notes questioning reward logic in Super.com’s legacy system, with notes like ‘Cashback uncapped?’ and ‘Why do rewards expire?’

Similar rewards used different names, rules, and restrictions.

Similar rewards used different names, rules, and restrictions.

Users struggled to understand reward values and redemption paths.

Users struggled to understand reward values and redemption paths.

We were operating without a clear map

We were operating without a clear map

The team also lacked a shared model of how the legacy rewards system worked.

Workshop board with notes showing team confusion around capped versus uncapped rewards, overlapping reward terms, and inconsistent redemption logic.

We were operating without a clear map

The team also lacked a shared model of how the legacy rewards system worked.

CHALLENGE

The problem wasn't only clarity, it was consistency at scale

Our new model had to work across onboarding, referral, travel rewards, and future incentives.

The reward system touched multiple surfaces, reward types, and business goals. Any fix had to stay clear for users and consistent enough to scale.

CHALLENGE

The problem wasn't only clarity, it was consistency at scale

Our new model had to work across onboarding, referral, travel rewards, and future incentives.

The reward system touched multiple surfaces, reward types, and business goals. Any fix had to stay clear for users and consistent enough to scale.

CHALLENGE

The problem wasn't only clarity, it was consistency at scale

Our new model had to work across onboarding, referral, travel rewards, and future incentives.

Our new model had to work across onboarding, referral, travel rewards, and future incentives.

Unifying reward logic

Reward logic had to stay clear across onboarding, referral, travel, and future incentives.

Reward logic had to stay clear across onboarding, referral, travel, and incentives.

Eliminating fragmentation

Reward types and entry points disjointed the experience. The model had to reduce variation.

Architecting for scalability

The solution had to fit product and engineering constraints, using a reusable core pattern.

MESSAGING EXPLORATION

One term reduced reward noise

A shared term made Super’s rewards easier to package and talk about.

I reviewed market reward patterns and proposed PowerUps as a shared term for Super’s mixed incentives.

MESSAGING EXPLORATION

One term reduced reward noise

A shared term made Super’s rewards easier to package and talk about.

I reviewed market reward patterns and proposed PowerUps as a shared term for Super’s mixed incentives.

MESSAGING EXPLORATION

One term reduced reward noise

A shared term made Super’s rewards easier to package and talk about.

A shared term made Super’s rewards easier to package and talk about.

Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.
Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.
Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.

I reviewed market reward patterns and proposed PowerUps as a shared term for Super’s mixed incentives.

I reviewed market reward patterns and proposed PowerUps as a shared term for Super’s mixed incentives.

The naming scan pointed to one clear move: package mixed incentives under a single, memorable term.

Implementation

IMPLEMENTATION

I scaled Missions into a new rewards system

I scaled Missions into a system-wide rewards model

Once Missions proved clearer in onboarding, the next decision was whether the model could scale without breaking.

I worked with PM and engineering to extend one task, progress, and payoff model across activation, retention, and upsell.

The MVP earned buy-in to expand Missions beyond onboarding and gave Super one reusable rewards model instead of scattered one-off mechanics.

Mobile screen showing a SuperCash mission card titled ‘Get your $20 welcome reward’ with progress 1/3. The message encourages users to make their first purchase using their new card to activate SuperCash, displayed above hotel listings with a pink and purple gradient background.

Reward prompts to nudge users to link accounts early:

Mission prompts brought key activation steps into the product at the right moment.

SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
Mobile screen showing a SuperCash mission card titled ‘Get your $20 welcome reward’ with progress 1/3. The message encourages users to make their first purchase using their new card to activate SuperCash, displayed above hotel listings with a pink and purple gradient background.
UI mockup of a Super.com Mission encouraging daily logins with a 7-day streak tracker and Disney+ reward, illustrating how habit-building mechanics improved retention and engagement.

Daily Missions to foster user habit-building:

Daily Missions extended the model from onboarding into habit-building.

Mobile screen showing a SuperCash mission card titled ‘Get your $20 welcome reward’ with progress 1/3. The message encourages users to make their first purchase using their new card to activate SuperCash, displayed above hotel listings with a pink and purple gradient background.
UI mockup of a Super.com Mission encouraging daily logins with a 7-day streak tracker and Disney+ reward, illustrating how habit-building mechanics improved retention and engagement.
SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.
Mobile screen showing the SuperCash Missions page with a pink character checking off tasks beside a checklist. A progress bar displays $100 of $200 earned with a ‘Redeem’ button, followed by ongoing missions including a $20 welcome reward and referral bonuses.

A single rewards hub to make Missions clear and actionable:

A shared rewards hub gave Missions one home across the product.

Locked rewards to create Super+ upsell opportunities:

Locked Missions turned the model into an upsell surface for Super+.

SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
UI mockup of Super.com’s Missions showing exclusive Super+ rewards like 40% off luxury stays and $40 cashback, demonstrating how tiered missions encouraged upsells and deeper engagement.

Timely notifications to re-engage users to complete Missions and earn.

Celebratory confirmation to reinforce earned success.

Step-by-step Missions guide users through core tasks:

Reusable mission flows adapted to referral, activation, and travel rewards.

UI mockup of Super.com’s Missions showing exclusive Super+ rewards like 40% off luxury stays and $40 cashback, demonstrating how tiered missions encouraged upsells and deeper engagement.
Mobile screen showing the SuperCash mission titled ‘Unlock your $20 welcome reward in 3 easy steps,’ with an illustration of a hand tapping a pink payment terminal using a SuperCash card. Below, a checklist shows steps to open an account, add funds, and make a $5+ purchase.
UI mockup of Super.com’s Missions showing exclusive Super+ rewards like 40% off luxury stays and $40 cashback, demonstrating how tiered missions encouraged upsells and deeper engagement.
Mobile screen displaying the referral mission ‘Earn up to $100! Refer 10 friends to SuperCash,’ illustrated with two purple gift boxes tied with pink ribbons. The steps list inviting friends, sign-ups, and $10 rewards per referral, followed by sharing options via Copy, Messenger, SMS, and WhatsApp icons.

CONCEPT TESTING

PowerUps improved attention, but not comprehension

The new label made rewards more noticeable, but not easier to understand.

The new label made rewards more noticeable, but not easier to understand.

It still did not make the payoff clear enough to drive confident action.

It still did not make the payoff clear enough to drive confident action.

Mobile UI mockup showing Super.com’s PowerUp onboarding screen with a character illustration and 3 simple steps to unlock a $20 reward, used to test user understanding of reward clarity.”
A UI mockup of a mobile app displaying an "Early reward hook" via a light blue pop-up modal. The modal features a pink character mascot floating in an inner tube holding a black credit card with a pink lightning bolt. The text "Unlock your $20 PowerUp!" is paired with a "Get Started" button, positioned over a background showing travel deal cards.
Mobile UI mockup showing Super.com’s PowerUp onboarding screen with a character illustration and 3 simple steps to unlock a $20 reward, used to test user understanding of reward clarity.”
A mobile marketing screen featuring a pink character mascot stepping onto numbered podiums. The headline reads "Unlock your $20 PowerUp reward in 3 easy steps," followed by a numbered list: 1. Open a SuperCash account, 2. Add funds to your card, 3. Make a $5+ purchase. A bright purple primary button at the bottom reads "Unlock my PowerUp."
A mobile marketing screen featuring a pink character mascot stepping onto numbered podiums. The headline reads "Unlock your $20 PowerUp reward in 3 easy steps," followed by a numbered list: 1. Open a SuperCash account, 2. Add funds to your card, 3. Make a $5+ purchase. A bright purple primary button at the bottom reads "Unlock my PowerUp."
A mobile marketing screen featuring a pink character mascot stepping onto numbered podiums. The headline reads "Unlock your $20 PowerUp reward in 3 easy steps," followed by a numbered list: 1. Open a SuperCash account, 2. Add funds to your card, 3. Make a $5+ purchase. A bright purple primary button at the bottom reads "Unlock my PowerUp."
A mobile marketing screen featuring a pink character mascot stepping onto numbered podiums. The headline reads "Unlock your $20 PowerUp reward in 3 easy steps," followed by a numbered list: 1. Open a SuperCash account, 2. Add funds to your card, 3. Make a $5+ purchase. A bright purple primary button at the bottom reads "Unlock my PowerUp."

The concept increased attention and gave rewards more presence in the flow.

The concept increased attention and gave rewards more presence in the flow.

The concept increased attention and gave rewards more presence in the flow.

To test the idea, I built an onboarding concept around PowerUps.

It made rewards feel more visible and gave stakeholders a sharper, more marketable story.

To test the idea, I built an onboarding concept around PowerUps. It made rewards feel more visible and gave stakeholders a sharper, more marketable story.

To test the idea, I built an onboarding concept around PowerUps.

It made rewards feel more visible and gave stakeholders a sharper, more marketable story.

UI mockup of Super.com’s PowerUp prompt reading ‘Get your $20 PowerUp!’ with a note on unclear value perception, illustrating user confusion about real versus symbolic rewards.
UI mockup of Super.com’s PowerUp prompt reading ‘Get your $20 PowerUp!’ with a note on unclear value perception, illustrating user confusion about real versus symbolic rewards.
UI mockup of Super.com’s PowerUp prompt reading ‘Get your $20 PowerUp!’ with a note on unclear value perception, illustrating user confusion about real versus symbolic rewards.
UI mockup of Super.com’s PowerUp prompt reading ‘Get your $20 PowerUp!’ with a note on unclear value perception, illustrating user confusion about real versus symbolic rewards.
UI mockup of Super.com’s PowerUp prompt reading ‘Get your $20 PowerUp!’ with a note on unclear value perception, illustrating user confusion about real versus symbolic rewards.

“I’m still not sure what this gets me. Is it actual cash?”

“I’m still not sure what this gets me. Is it actual cash?”

“I’m still not sure what this gets me. Is it actual cash?”

Yet, users still had to decode value, progress, and next steps on their own.

Yet, users still had to decode value, progress, and next steps on their own.

Users exposed the remaining gap. The label was clearer, but the value was still vague.

PowerUps improved the packaging, not the payoff model. Users still needed clearer value and visible progress.

Users exposed the remaining gap. The label was clearer, but the value was still vague.

PowerUps improved the packaging, not the payoff model. Users still needed clearer value and visible progress.

A/B TESTING

Visible progress increased onboarding completion by 14%

Users were unsure how much effort earning a reward would take.

One pattern was clear: users could not connect effort, progress, and payoff.

Super's UI component card /callout card displaying an onboarding goal on a light blue background. A large card has the heading 'Get your $20 welcome reward!' and the subheading 'Fund your SuperCash card to unlock your cash reward', with a pink progress bar below indicating '2/3' completion and a blue navigation arrow to the right. To the top right, a smaller metric card shows '14%+ ' with a green upward trend icon and the text 'Faster onboarding'.
Super's UI component card /callout card displaying an onboarding goal on a light blue background. A large card has the heading 'Get your $20 welcome reward!' and the subheading 'Fund your SuperCash card to unlock your cash reward', with a pink progress bar below indicating '2/3' completion and a blue navigation arrow to the right. To the top right, a smaller metric card shows '14%+ ' with a green upward trend icon and the text 'Faster onboarding'.
Super's UI component card /callout card displaying an onboarding goal on a light blue background. A large card has the heading 'Get your $20 welcome reward!' and the subheading 'Fund your SuperCash card to unlock your cash reward', with a pink progress bar below indicating '2/3' completion and a blue navigation arrow to the right. To the top right, a smaller metric card shows '14%+ ' with a green upward trend icon and the text 'Faster onboarding'.
Profile photo of a usability test participant used in a UX case study quote expressing confusion about Super.com’s PowerUps and their real monetary value.

“When I click the card, I expect to see how long it'll take me to earn it.”

“I expect to see how long it'll take me to earn it.”

“I expect to see how long it'll take me to earn it.”

User feedback improved movement, yet the reward system itself still needed to be simpler. Progress alone, didn't fix the model.

Making progress visible helped users understand where they were and what was left.

Making progress visible helped users understand where they were and what was left.

User feedback improved movement, yet the reward system itself still needed to be simpler. Progress alone, didn't fix the model.

User feedback improved movement, yet the reward system itself still needed to be simpler. Progress alone, didn't fix the model.

WORKSHOPS

We turned scattered rewards into one Missions model

One pattern was clear: users could not connect effort, progress, and payoff.

One pattern was clear: users could not connect effort, progress, and payoff.

Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.
Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.

We defined an MVP that PM and engineering could scale.

We defined an MVP that PM and engineering could scale.

I led the shift to Missions, shaping the structure and progress logic.

Those workshops shaped Missions into a single, task-based system teams could align on, explain, and scale.

I led the shift to Missions, shaping the structure and progress logic.

Those workshops shaped Missions into a single, task-based system teams could align on, explain, and scale.

I led the shift to Missions, shaping the structure and progress logic. Those workshops shaped Missions into a single, task-based system teams could align on, explain, and scale.

USABILITY TESTING

Missions made rewards tangible, guided, and easier to complete

Missions made rewards tangible, guided, and easier to complete

Users could act without decoding the reward first. The next step was built into the flow.

Users were unsure how much effort a reward would take. I tested clearer progress cues to reduce that uncertainty.

Profile photo of a usability test participant used in a UX case study quote expressing confusion about Super.com’s PowerUps and their real monetary value.

“Okay, I see. I unlock the reward once I finish these.”

“Okay, I see. I unlock the reward once I finish these.”

“Okay, I see. I unlock the reward once I finish these.”

A three-step sequence of Super's app showing Mission's reward progression. Step 1 shows an empty progress ring for a 15% cashback reward. Step 2 shows the ring partially filled after two uses. Step 3 shows the completed reward state with confetti and a 'Use Card' call-to-action
Close-up of a mobile UI card titled 'Clear starting point.' The interface displays a cashback reward task with a 0/3 progress indicator, a reward icon, and clear instructional text on a clean, white card component.
A mobile UI card labeled 'Visible progress.' The reward icon features a pink progress ring that is two-thirds full, accompanied by a '2/3' text indicator to visualize user advancement toward a cashback reward.
A mobile UI card labeled 'Visible progress.' The reward icon features a pink progress ring that is two-thirds full, accompanied by a '2/3' text indicator to visualize user advancement toward a cashback reward.
This final image represents the success state. The alt text should capture the sense of achievement and the clear transition to the final action (conversion).  Option 1: Functional & Descriptive "A mobile UI card titled 'Reward ready.' The interface shows a completed reward state with a pink checkmark, colorful confetti illustrations, and a new 'Use Card' primary button, signaling the successful completion of the cashback task.
This final image represents the success state. The alt text should capture the sense of achievement and the clear transition to the final action (conversion).  Option 1: Functional & Descriptive "A mobile UI card titled 'Reward ready.' The interface shows a completed reward state with a pink checkmark, colorful confetti illustrations, and a new 'Use Card' primary button, signaling the successful completion of the cashback task.

Users could understand reward progress at a glance. The flow itself made the next step clear.

Users could understand reward progress at a glance. The flow itself made the next step clear.

IMPLEMENTATION

I scaled Missions into a system-wide rewards model

Once Missions proved clearer in onboarding, the next decision was whether the model could scale without breaking.

I worked with PM and engineering to extend one task, progress, and payoff model across activation, retention, and upsell.

Mobile screen showing the SuperCash Missions page with a pink character checking off tasks beside a checklist. A progress bar displays $100 of $200 earned with a ‘Redeem’ button, followed by ongoing missions including a $20 welcome reward and referral bonuses.

A shared rewards hub gave Missions one home across the product.

SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.

Mission prompts brought key activation steps into the product at the right moment.

UI mockup of a Super.com Mission encouraging daily logins with a 7-day streak tracker and Disney+ reward, illustrating how habit-building mechanics improved retention and engagement.
UI mockup of a Super.com Mission encouraging daily logins with a 7-day streak tracker and Disney+ reward, illustrating how habit-building mechanics improved retention and engagement.

Daily Missions extended the model from onboarding into habit-building.

UI mockup of Super.com’s Missions showing exclusive Super+ rewards like 40% off luxury stays and $40 cashback, demonstrating how tiered missions encouraged upsells and deeper engagement.
UI mockup of Super.com’s Missions showing exclusive Super+ rewards like 40% off luxury stays and $40 cashback, demonstrating how tiered missions encouraged upsells and deeper engagement.

Locked Missions turned the model into an upsell surface for Super+.

UI mockup of Super.com’s Missions showing three task-based rewards — refer friends, make purchases, and book hotels — illustrating the scalable design of the new mission-based rewards system.
UI mockup of Super.com’s Missions showing three task-based rewards — refer friends, make purchases, and book hotels — illustrating the scalable design of the new mission-based rewards system.

Reusable mission flows adapted to referral, activation, and travel rewards.

“Yanick's execution of the new rewards system's MVP was crucial in shaping what is now one of Super’s flagship products.“

P{rofile photo of Gustavo Pelaez, Senior Product Designer

Gustavo Pelaez

Sr. Product Designer

“Yanick's execution of the new rewards system's MVP was crucial in shaping what is now one of Super’s flagship products.“

P{rofile photo of Gustavo Pelaez, Senior Product Designer

Gustavo Pelaez

Sr. Product Designer

“Yanick's execution of the new rewards system's MVP was crucial in shaping what is now one of Super’s flagship products.“

P{rofile photo of Gustavo Pelaez, Senior Product Designer

Gustavo Pelaez

Sr. Product Designer

“Yanick's execution of the new rewards system's MVP was crucial in shaping what is now one of Super’s flagship products.“

P{rofile photo of Gustavo Pelaez, Senior Product Designer

Gustavo Pelaez

Sr. Product Designer

KEY TAKEAWAYS

KEY TAKEAWAYS

What this taught me about clarity, alignment, and scale

What this taught me about clarity, alignment, and scale

1

1

Clearer reward models can beat bigger UI redesigns

Clearer reward models can beat bigger UI redesigns

Users moved faster once effort, progress, and payoff became easier to follow.

Users moved faster once effort, progress, and payoff became easier to follow.

2

2

Naming helped, but clear structure did the real work

Naming helped, but clear structure did the real work

Users responded once Missions made the next step and reward logic explicit.

Users responded once Missions made the next step and reward logic explicit.

3

3

Early alignment made the MVP easier to ship and scale

Early alignment made the MVP easier to ship and scale

Workshops helped unify our vision for the reward mechanics into one model.

Workshops helped unify our vision for the reward mechanics into one model.

Want the full story?

This case study is the high-level view. Happy to go deeper in conversation.

Want the full story?

This case study is the high-level view. Happy to go deeper in conversation.

Want the full story?

This case study is the high-level view. Happy to go deeper in conversation.

Want the full story?

This is a high-level view of the work. Happy to go deeper in conversation.

Up next

I scaled Missions into a system-wide rewards model

IMPLEMENTATION

Once Missions proved clearer in onboarding, the next decision was whether the model could scale without breaking.

I worked with PM and engineering to extend one task, progress, and payoff model across activation, retention, and upsell.

Mission prompts brought key activation steps into the product at the right moment.

SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.
SuperCash app screen displaying the Completed Missions section. Two missions are shown: ‘20% cash back’ and ‘$20 hotel discount,’ each with a pink checkmark icon and a purple ‘Redeem’ button on a light pink background.

A shared rewards hub gave Missions one home across the product.

Mobile screen showing the SuperCash Missions page with a pink character checking off tasks beside a checklist. A progress bar displays $100 of $200 earned with a ‘Redeem’ button, followed by ongoing missions including a $20 welcome reward and referral bonuses.
Mobile screen showing the SuperCash Missions page with a pink character checking off tasks beside a checklist. A progress bar displays $100 of $200 earned with a ‘Redeem’ button, followed by ongoing missions including a $20 welcome reward and referral bonuses.

Timely notifications to re-engage users to complete Missions and earn.

Celebratory confirmation to reinforce earned success.

Daily Missions extended the model from onboarding into habit-building.

UI mockup of a Super.com Mission encouraging daily logins with a 7-day streak tracker and Disney+ reward, illustrating how habit-building mechanics improved retention and engagement.
UI mockup of a Super.com Mission encouraging daily logins with a 7-day streak tracker and Disney+ reward, illustrating how habit-building mechanics improved retention and engagement.

Locked Missions turned the model into an upsell surface for Super+.

UI mockup of Super.com’s Missions showing exclusive Super+ rewards like 40% off luxury stays and $40 cashback, demonstrating how tiered missions encouraged upsells and deeper engagement.
UI mockup of Super.com’s Missions showing exclusive Super+ rewards like 40% off luxury stays and $40 cashback, demonstrating how tiered missions encouraged upsells and deeper engagement.

Step‑by‑step Missions to guide users to engage in core tasks with ease.

Reusable mission flows adapted to referral, activation, and travel rewards.

UI mockup of Super.com’s Missions showing three task-based rewards — refer friends, make purchases, and book hotels — illustrating the scalable design of the new mission-based rewards system.
UI mockup of Super.com’s Missions showing three task-based rewards — refer friends, make purchases, and book hotels — illustrating the scalable design of the new mission-based rewards system.

54

Impact

Role

Scope

35%

Increase in conversions

11%

Boost in reward engagement

5%+

Higher checkout completions

This project showcase reflects my work. Certain details were adjusted to honor confidentiality.

Super’s rewards UX confused users. Poor communication and unclear redemption stalled engagement. This led to fewer account linkings, less activity, and lower retention.

Super’s rewards looked valuable, but users struggled to understand, compare, and redeem them. I redesigned the rewards model into guided Missions that made rewards easier to understand and act on.

Poor communication and unclear redemption reduced engagement. This led to fewer account links, less activity, and lower retention.

IMPACT

35%

Boost in reward engagement

11%

Increase linked user accounts

5%+

Rise in reward completions

ROLE

Sr. Product Designer

Led the shift to a guided Mission model. Problem framing, UX strategy, writing, prototyping, MVP.

SCOPE

4 months

2 Product Managers, 3 engineers, 1 researcher. Onboarding, user activation, referral, travel rewards.

64%

35%

Boost in reward engagement

11%

Increase linked user accounts

5%+

Rise in reward completions

ROLE

Sr. Product Designer

Drove the shift to a guided Mission model. Problem framing, UX strategy, writing, prototyping, MVP.

SCOPE

4 months

2 Product Managers, 3 engineers, 1 researcher. Onboarding, activation, referral, travel rewards.

WORKSHOPS

We turned scattered rewards into one Missions model

One pattern was clear: users could not connect effort, progress, and payoff.

I led the shift to Missions, shaping the structure and progress logic.

Those workshops shaped Missions into a single, task-based system teams could align on, explain, and scale.

We defined an MVP that PM and engineering could scale.

UX workshop board showing sticky notes grouped by impact, highlighting ideas like quests and missions to improve Super.com’s reward system and boost user progression clarity.
UX workshop board showing sticky notes grouped by impact, highlighting ideas like quests and missions to improve Super.com’s reward system and boost user progression clarity.

MESSAGING EXPLORATION

One term reduced reward noise

A shared term made Super’s rewards easier to package and talk about.

I reviewed market reward patterns and proposed PowerUps as a shared term for Super’s mixed incentives.

Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.
Diagram showing several reward labels from well-known brands, including Boosts, Stars, Carrot Cash, ExtraBucks, Xtra Boosts, and Deli Dollars, grouped into one shared Super label called PowerUps.

The naming scan pointed to one clear move: package mixed incentives under a single, memorable term.

Thanks for reading.

Thanks for reading.

Thanks for reading.

Thanks for reading.

KEY TAKEAWAYS

What this taught
me about clarity, alignment, and scale

1

Clearer reward models can beat bigger UI redesigns

Users moved faster once effort, progress, and payoff became easier to follow.

2

Naming helped, but clear structure did the real work

Users responded once Missions made the next step and reward logic explicit.

3

Early alignment made the MVP easier to ship and scale

Workshops helped unify our vision for the reward mechanics into one model.

KEY TAKEAWAYS

What this taught me about clarity, alignment, and scale

1

Clearer reward models can beat bigger UI redesigns

Users moved faster once effort, progress, and payoff became easier to follow.

2

Naming helped, but clear structure did the real work

Users responded once Missions made the next step and reward logic explicit.

3

Early alignment made the MVP easier to ship and scale

Workshops helped unify our vision for the reward mechanics into one model.

COMPLEXITY

The problem wasn't only clarity, it was consistency at scale

Our new model had to work across onboarding, referral, travel rewards, and future incentives.

The reward system touched multiple surfaces, reward types, and business goals. Any fix had to stay clear for users and consistent enough to scale.

Unifying reward logic

Reward logic had to stay clear across onboarding, referral, travel, and future incentives.

Eliminating fragmentation

Reward types and entry points disjointed the experience. The model had to reduce variation.

The MVP had to stay simple enough to scale

The solution had to fit product and engineering constraints, using a reusable core pattern.

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