
This is the project about how , as a Design Lead of Buyer Growth Platform, led my team to build products with gamification mechanism to makes our users more loyal and spend more time in the app, which eventually led to more conversion.
Gamification product was made to distribute promo and coupon with more quirks and memorable way, ease user to bond and engage with the app for a long run.

Keeping the users to stick longer and frequently open the app is not an easy job in e-commerce field. Most users likely to open it when they’re having intention to buy something. It could be a loss because the more users open the app, the more they’ll get exposed with product and promo that eventually lead to conversion. But how?
Here’s the job of my team to make users to be engaged and getting reason to open the app, even though they had no intention to buy something. And to do so, we created gamification features in Tokopedia, where users can be motivated to do retention and spent time longer (with monetary beneficial of course) . And yes, we even made our first in-house game!

Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities.
We adopted the Octaclysis Principles from Yokai-Chou’s Gamification book to be implemented in our projects.

During product development, we had some in-depth research about our users and summarized the findings into four points. These are the points that our users at least expected from our product.

My bad to not did neat documentation... I only able to show you our 3 of 6 Gamification product, which we have made during my leadership in 2019 - 2022.

It’s a game that require users to keep the eggs to be nurtured to get the prize. To hatch the egg, it has to be “feed” with energy overtime. The more users frequently visit the game, the faster they’ll get the prize and move to another eggs. Voila! That’s how we create retention habit to user open the app.
Call it simple (or over-simple) game but as the first game that full developed in-house, We also handicapped by not using design system and build the assets from the scratch.

First, we envisioned to create a game that would make user frequently visit the app somehow. The game should be fun and easy to play. Based on research, our users were tend to play casual games with little or no learning curve at all. But what's matter most was the monetary prize, obviously.

The crucial thing that must be addressed was our capability as a team to deliver the project with our limitation both from design & tech side. We're not game developer anyway... That's why we decided to make the easiest genre of game...

We did some market research. We acknowledged that we were not the first one to make something like this. There are some e-commerce that already provide some games on their platform with various genre. After some consideration, we decided to build an idle game with nurturing things as main task.

We sketched out the ideas about nurturing stuff. We tried plant, animals... until we found out the egg ideas. Not only the egg was easy to develop by visual, but also it literally needs to be nurtured in real life, duh!

And what’s more boring than an idle game? Yes, idle game without storyline. First thing we made was the background story on how to make “nurturing egg” more sense. Luckily we already have baseline as Toped Universe where our mascots live in. From there we expanded the story where the “egg” lab was destroyed by a villain. The mascot asked us (users) to take the remaining egg to be nurtured at home.

And that’s how we justifying our limitation with story. Moving on to gameplay, actually we were not trying to re-invent the wheel anyway. But there’s a catch. We found out that even the linear game like this can be played differently when we explored the gameplay mechanism. Competitive ones can get more prize by doing some tweak. That’s what make the game can be more interesting.

As a gamer, I acknowledge that powerful story could make users have motivation to play. Well, of course we are not a professional game developer. But adding a back story to save the world could bring value proposition
There’s no proven impact on how the storyline affects to performance, though.

Progression is the key element of this game. Users collect power every minute until the maximum number, channeling ‘em to the egg, and eventually makes the egg closer to hatching phase.
We gave the sense of progressing by using visual presentation and the limitation energy. And yes, we also created mechanism where competitive users can hatch the egg and get the prize faster by collecting extra energy from various activity.

Nurturing the eggs is fun and games until you found out that your egg can be stolen if you’re not taking care of them carefully enough. There’s equal reward and punishment depending on how user play.
By doing this, we can keep the users retain and commit to play the game and eventually visit the app more often.






Acquiring and converting new users into active buyers is challenging, but the Referral Undang Untung program streamlines this process by incorporating a "combined achievement" system.
This enhanced referral mechanism encourages existing users to invite new contacts and facilitate transactions by offering significant monetary rewards. Unlike traditional referrals, which focus solely on sending links to meet quotas, Undang Untung incentivizes both the referrer and the new user to engage actively, fostering user loyalty and sustained app engagement.

We believe that personal recommendation is still the powerful way to get new users. This is basically the core idea for Undang Untung Referral where you can personally invite someone you know to join Tokopedia.
Of course it’s has monetary benefits.

Imagine that you’re playing Pokemon, where you can literally “collect your referral list-and nurture them”.
When you think it was over when new users clicked your referral link, it’s actually just a beginning. Your next challenge is to “nurture” them to make conversion somehow.

And this is the hard (and fun) part! Once you had new referral, it will be linked with your progression. Every time your referral made transaction, both of you will receive coupon cashback.
The more transaction, the more benefit that you gain. Imagine how much coupon you’ll get if you have ten referrals!




TopQuest, or Misi Seru is one of the most impactful tools of Gamification that turns any activities in Tokopedia into game-like, where you have to do some tasks, and eventually obtain rewards when it’s done. The task itself was mostly about doing more purchases or page visit in certain pageswhich is very effective for many merchants. TopQuest was proven as effective engagement tool for users to get motivated to visit and do more conversion.

Have you ever earned game achievements for completing tasks unintentionally? We integrated this experience into e-commerce by turning certain activities into a "to-do list." When all points are checked off, users see the mission as complete.

Users can also browse out the mission page and find out which one that interests them to take. Things to note that not all mission were not automatically started.

The design aligns with two user types: casual users who view missions as a bonus, and competitive users who are motivated to complete missions and win prizes, as revealed by qualitative research.





Gamification products are proven to engage users. It reflected with the boost of the number of daily active users and time spent in the app, as most of the activity requires users to visit the app within a certain time.
With the following effect, we can effectively distribute the coupon and promo and make the user make more purchases.
Moreover, Gamification products can significantly reduce money burn to engage users (what!?). As a matter of fact, 100% prize of gamification comes from the merchant/ brand budget with the traffic as exchange. It means we can save money while generating money.

Panen Telur hits its peak popularity at the midst of covid era, where people were spend many time on home and hanging much on their gadget. One of the indicator, aside the data from app, was the fact there was number of group on social media where people helped each other to nurture the egg.
We had successfully engaged more users to do retain visit, spend the time longer, and eventually even create a number of new users to join the app. Moreover, we can do them all by maximized merchant’s budget.

Actually this program went well, especially for non-big city region. But we had encountered obstacle : there are very few number of person who hadn’t been user of Tokopedia yet. Knowing that we already reached up to 99% coverage in country, it’s hard to find someone who’s not being the user.
That’s why lately we changed a bit the rules from new users to dormant ones.

TopQuest is one of gamification tools that still been used till today. With its flexibility to be applied to almost all activities in the platform, this product has proven to improve the performance of many features.
The number is disclosure but we had found the report that some big merchants got quite significant visit and purchase number by using Quest.
Gamification was one of the most fun task I ever handled. I haven't thought that principles that I found in games can also be applied in marketplace. What's interesting that we can also find way to get more engagement without having too much money burn from company.

My journey leading design revamp of whole Tokopedia Search Journey with better experience, and eventually improve revenue.

Building first ever hotel booking service in south east Asia e-commerce, engraved Tokopedia's name as a Super App.
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