You can't reward behaviour you haven't mapped. Across two working sessions with the ConveGenius team, we did the unglamorous part first — who's on the app, what they come to do, and what already moves them. This is the discovery the gamification system was built on.
The team knows its users from the inside. We pulled that knowledge onto the wall as motivation types — the achievement-driven, the social, the ones who only show up when a teacher says so, the explorers poking at every feature:
Those collapsed into five motivation types we could design against — and a mind-map of the motivators behind each:
Context the team flagged that changes the design — who you're really rewarding, and when:
We dumped every activity on the platform — current and proposed — then clustered them by the purpose they serve. Many activities, few underlying jobs:
The room's sharpest finding was a gap: they wanted Social Competition every day — but didn't have enough daily content to feed it. Discovery, via the Posts feed, became the daily lever instead.
Before adding anything, we inventoried what the app already does, then opened up the field of what's possible. That gap is the design space.
References we held in the room for what "good" feels like: Duolingo and Brilliant.
This is the ground the system stands on.