Engineering Desire

+5%

redemption rate

A zero-to-one reward ecosystem designed for lock-screen scale.

Glance Pulse was a real-time
consumer insights platform
that leverages Glance’s lock
screen ecosystem to gather
fast, actionable feedback from
millions of users.

Team : 4 member team
( design + product + data + research)

Time : 2022 - 2025
Role : Lead Product designer

Engineering desire: architecting the rewards economy

Value Hub

Merchant

Offer Supply

Merchant

Offer Supply

Merchant

Offer Supply

Solving the intention gap

Users were surrounded by offers, but rarely motivated to act. The issue wasn’t lack of supply , it was cognitive friction between seeing value and committing to it.

Offers !

Discounts galore

Offers !

Discounts galore

Offers !

Discounts galore

Offers !

Discounts galore

Offers !

Discounts galore

Offers !

Discounts galore

The goal was not to deliver coupons, but to collapse the distance between discovery and gratification: balancing user motivation, merchant value, and platform constraints within a single system.

From Lockscreen to Deep-link

I replaced a one-off coupon interaction with a structured behavioural journey designed to move users from passive discovery to repeat engagement.


low-friction lock-screen triggers

Discovery

The problem worth solving

When we started, there was no reward infrastructure inside Glance. There were no systems for discovery, redemption, tracking, attribution, campaign orchestration, or targeted cohorts.

Reward Discovery

Redemption Flow

Tracking

Attribution

Campaigns

OPS

Fragmented System Architecture

My mission was to build a **reward ecosystem from scratch** inside Glance.

The systems challenge : designing betwen functional silos

reward system is only as strong as its weakest dependency.

I was designing across fragmented ownership where engineering priorities, GTM readiness, operational delays, and external redemption flows limited what UX alone could control.

The system wasn’t ready for a reward ecosystem, but I tried to design one anyway.

  • Marketing didn't have a strong GTM strategy


  • Ops delays stalled campaigns


  • UX couldn't control the full journey


  • Engineering had competing priorities

  • Engineering had competing priorities

  • Redemption depended on external apps


The problem worth solving

This wasn’t a UX failure—it was a motivation failure. Users were over-exposed but under-incentivized, with too much effort between seeing a reward and using it.

Redemptions

13%

Purchase

8%

Despite massive reach, redemption rates stayed under 5%.

Engineering the redemption Loop

I designed a multi-layered reward ecosystem. instead of a shallow “coupon pop-up.”
I wasn’t building a feature but I was building an economy of motivation

Reward Discovery

Voucher Delivery System

Retention Loop

Redemption Experience

Experimental Gamification

Despite massive reach, redemption rates stayed under 5%.

After Design Intervention

Various reward delivery techniques were designed and tried , some of them gamified and highly gamified !

Research, Measurement & Early Signals

This system was tested in production across multiple voucher campaigns, cohorts, and targeting strategies.

I tracked behavioural signals across the funnel—tap to reveal, voucher allocation, copy/redeem actions, and engagement rate—to understand where intent formed and where it collapsed.

Research & Funnel Diagnostics: Voucher Ecosystem

Mapping behavioural intent against system constraints

USER JOURNEY

Lockscreen

Impression

Tap to

Reveal

Voucher

Allocation

Copy /

Save

External

App

Redemption

SYSTEM & OPS REALITY

Targeting &

Segments

Voucher

Supply

Webpeek

Configuration

Placement

(HP vs Non-HP)

Analytics

Visibility

Attribution

Gaps

Motivation drop

Handoff friction

Visibility gap

GTM dependency

Working

Degraded / Leaky

Failure Point

Friction Zone

Measurement & funnel reality

Voucher performance was measured primarily through distribution engagement defined as coupon clip or CTA click rate,followed by downstream redemption actions where tracking was available.


While top-of-funnel engagement showed promise, end-to-end visibility across claim, redemption, and purchase remained fragmented due to the absence of a unified voucher analytics dashboard.

The system wasn’t ready for a reward ecosystem, but I tried to design one anyway.

Key Data Signals

I replaced a one-off coupon interaction with a structured behavioural journey designed to move users from passive discovery to repeat engagement.

Total Reach

6.2M+

Lockscreen impressions

Tap to Reveal

~4.5%

of total impressions engaged

Allocation Efficiency

Successful allocations

~280K

vouchers distributed

88%

Copy / Redeem Rate

15

17%

Post-reveal engagement with external redemption

0%

15-17%

100%

Placement Impact

3–4× higher

Homepage Placement

High

Non-HP Placement

Low

Homepage placement drives significantly higher user interaction rates

what did the data reveal ?

While top-of-funnel engagement was healthy for a zero-to-one system, deeper analysis showed that performance was highly sensitive to targeting, placement, and operational constraints.


Performance was highly sensitive to targeting, placement, and operational constraints

Placement Impact

HP

High

Non-HP

Low

HP placement drove manual intervention

Segment Delivery

Static

42%

Dynamic

68%

Uneven delivery capped by ops constraints

System Efficiency

Reach

6.2M

Budget Used

~30%

Budget lagged far behind reach scale

Conversion Drop-off

6.2M

280K

~45K

Impressions didn't guarantee redemption

"Numbers were less, have put on HP"

Manual intervention logs

High impressions, low

% delivered

Motivation decay

observed post-reveal

Remaining vouchers

/ budget barely consumed

Evidence

The failure ( and why it wasn’t a UX failure ! )

Operational bottlenecks - Too many dependencies across too many teams caused delays.

Weak marketing and positioning :The product never got a category narrative or advertiser education.

Low advertiser adoption - Performance advertisers want predictable ROI, not experimental rewards.

No dashboard - Advertisers had no visibility into funnel numbers.

External redemption - Users had to leave Glance to redeem, causing friction.

Minimal revenue - The early numbers did not justify engineering investment.


The system was not ready for a reward ecosystem.
The design was.


Despite reaching millions of users, only a small fraction progressed beyond reveal—highlighting a system constrained more by operational readiness and funnel continuity than interface design.


Why I Include This Failed Project in My Portfolio !

Because it demonstrates how I think, decide, and design when outcomes are uncertain.

Systems-first thinking over surface-level wins

End-to-end ownership across UX, ops, and delivery

Behavioural design under real-world constraints

Willingness to take informed bets in zero-to-one spaces

Ability to reflect without blame or defensiveness

Clear separation between design quality and market readiness

Final Statement

This project did not scale commercially !


But it gave me first-hand experience designing, shipping, and measuring a reward system under real-world constraints—where data, ops, and UX collided at scale.

Key Learnings

Early engagement signals can be misleading without end-to-end funnel ownership Reward systems amplify operational gaps faster than traditional ads Placement and targeting can outweigh UX improvements in early systems Zero-to-one products need measurement infrastructure as much as interaction design

The system wasn’t ready for a reward ecosystem, but I tried to design one anyway.

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