Designing an Interactive Sign‑In Game to Boost User Retention
This article uses the "Shake JD Beans" mini‑game as a case study to illustrate how thoughtful UI layout, clear guidance, timely feedback, and contextual information can turn a simple sign‑in activity into an engaging experience that drives continuous user participation and higher conversion.
Product Goal
The goal is to present the user’s sign‑in action as a "shake the box" game, encouraging a continuous 7‑day sign‑in flow and rewarding users with large amounts of JD beans, thereby increasing user stickiness and ultimately improving DUA.
Goal Interpretation
Compared with a single‑day sign‑in, using task‑based rewards guides users to invest more time, boosting activity and retention. Offering ads‑driven tasks that grant beans, coupons, or cards further steers users toward consumable venues, aiding conversion.
How to Design to Achieve the Product Goal?
1. Interface Layout
The first screen displays all functional zones, divided into primary operation area, secondary operation area, and advertising information. Aligning elements with reading habits and thumb‑hot zones enhances operability.
The secondary function area includes optional tasks when free shakes are exhausted and integrates necessary advertising, while controlling quantity to avoid interference.
The primary function area hosts the main tasks—"click sign‑in" and "click shake box"—featuring the box track, core button, and dynamic finger guidance within the thumb‑hot zone.
Advertising information appears on the first screen with titles and links, extending as a feed on subsequent screens.
2. Guidance and Feedback
The game’s essence is to boost activity and convert traffic. Guidance and feedback are designed around the product goal, establishing behavior paths that help users complete tasks and channel them to other operational activities. Immediate feedback (pop‑ups, bubbles, overlays) informs users of earned beans, coupons, or deals and clarifies next steps.
3. Information Scene‑ization
Based on the main and secondary functional partitions, game information is visualized within corresponding scenes. Core information includes the interactive rule (7‑day sign‑in) and the interactive entity (the box), presented visually in their zones.
The sign‑in rule breaks down the flow: users see a linear track of seven boxes, each representing a day’s reward, with a concise tagline—"Shake the box for 7 consecutive days to earn large JD beans". The third day marks a mid‑goal, the seventh a final goal, both highlighted to strengthen reward perception.
The interactive entity ties the sign‑in and draw actions to the box and main button, reflecting current status and guiding users from signing in to task completion and further draws.
Conclusion
Designing an interactive marketing mini‑game requires continuous refinement of goal and rule communication, ensuring seamless feedback loops that enhance task completion and reward receipt, thereby improving immersion, activity, and conversion.
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JD.com Experience Design Center
Professional, creative, passionate about design. The JD.com User Experience Design Department is committed to creating better e-commerce shopping experiences.
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