Hike Rewards · Product design · 2026

A coin economy people can actually read

Hike Rewards turns everyday messaging into Hike Coins people can spend on recharges and vouchers. I designed it from research to an MVP, then a v2 built around daily habit.

Hike2026
Hike
Rewards
Earn, claim and redeem inside Messenger

The problem

A coin economy with missions, expiry and redemption risks feeling like a rulebook — and money moments demand trust.

What I did

Led research, IA and the rules of the economy, then designed the MVP and a streak-driven v2 on Android and iOS, and built a clickable prototype.

The result

MVP live 20 September 2026 with 63% adoption and ~19% redemption; v2 handed off in October.

Details

Role
Design lead, end to end
Product
Rewards in Hike Messenger
Platforms
Android & iOS · light and dark
Live
MVP since 20 Sep 2026
63%adoption of the MVP
~19%redemption rate
20 SepMVP live on Android and iOS
v2streaks, leaderboards, Store
01

Make a coin economy feel simple

Hike Rewards lives inside Hike Messenger. People earn Hike Coins for things they already do — chatting, calling, sharing — and spend them on recharges, vouchers and gift cards. The campaign line said it best: “Aap batein karo, aur recharge humein karne do.”

The challenge was making a coin economy feel simple: people need to see what they have, what to do next and what they can afford, without ever reading a rulebook.

  1. ResearchInformation architecture, competitor benchmarking and usability fixes.
  2. Late July 2026Lo-fi MVP wireframes and first design reviews.
  3. 26 August 2026MVP design approved; UAT on Android 1.0.51 and iOS 1.1.0.
  4. 20 September 2026MVP live for Hike Messenger users.
  5. October 2026Rewards v2 finalised and handed off.
02

Structure before screens

I started with the information architecture, so every module had one clear job before anything was drawn.

Balance cardLive coin count, an expiry strip and filtered history.
Ready to claimFinished missions waiting for a tap, pinned where they can’t be missed.
Daily lucky spinAvailable, spinning, result and already-spun states.
Active milestonesProgress bars that move into Ready to claim once done.
Refer and earnStatus, milestone tracker, payout table and invite code.
Recent activityA ledger people can trust.

The lo-fi MVP then covered the day-zero sign-up reward, a first-time walkthrough, the Rewards hub, the coin ledger, and the state machine every mission follows.

Try it · the mission state machine
Send 10 messages Available 0 of 10 messages sent
03

The MVP: earn, claim, redeem

The MVP shipped the core loop on Android and iOS in light and dark: missions, the daily spin, a Store of coupons and gift cards, and a redemption flow designed for moments when money is involved. A voucher purchase asks for confirmation, then either explains the 24–48 hour wait for the code, or fails honestly with “Your coins are not deducted.”

Design principle: never make people do maths

Cost leads, balance supports, and the remainder is calculated for them. If the balance falls short, the card says exactly how many more coins are needed before anyone taps.

04

v2: a reason to come back every day

The MVP proved the loop: 63% adopted Rewards and around 19% redeemed. Version 2 is about habit. Rewards became four tabs with Today as the front door: your streak day, a time-boxed special mission, today’s missions, and a spin that unlocks after three missions.

A 30-day streak that forgives

One mission a day keeps the streak going, with a Mega Spin on day 7. Missing a day restarts the count, but everything earned is marked “Yours to keep” and your best run stays visible. Losing a streak shouldn’t feel like losing what you won.

05

Decisions and trade-offs

Claiming is a moment

Finished missions wait in Ready to claim instead of crediting silently. One tap, but earning becomes something people notice.

Streaks forgive

A missed day resets the count, not the rewards. People are far more likely to start again than quit.

Privacy on the leaderboard

On a privacy-first messenger, other players appear masked; your own rank stays pinned.

Honest failure states

A failed purchase says first that coins weren’t deducted — the only thing a worried user wants to know.

Only show what’s yours

“Missed” lists only missions you started, so the screen never shames people.

Speak like the user

Hinglish where it lands, like “Roz naye missions”, plain English everywhere else.

06

Where AI helped

I ran hi-fi design reviews through Figma MCP, so feedback pointed at real layers and components. I used Claude as a critique partner on the redemption screen, and built the clickable prototype in code with AI so stakeholders could feel the claim, spin and streak moments before engineering committed.

07

What I learned

In gamified systems, the rules are the interface. Most of the UX work happened before the screens — in deciding how coins, claims and streaks behave — so the screens had something simple to explain.

Outcome

What changed

63%adoption of the Rewards MVP
~19%redemption into recharges and vouchers
4tabs in v2, Today first
30day forgiving streak

The MVP went live on 20 September 2026. Version 2, with streaks, leaderboards, Refer and the redesigned Store, was finalised and handed off in October.

This is the short version

Want the full story?

The full case study has the research, iterations, files and the trade-offs I couldn’t fit here. I’m happy to walk you through it live.

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