ConveGenius · Case study — research & strategy → product

Gamification looks like an obvious fix for engagement. How do you turn it into a strategy?

ConveGenius is an Indian ed-tech company serving private schools and state governments — 100,000 monthly active students across a deep product. But students treated the app like homework: they did what was mandatory and left. The team wanted deeper engagement, and came to us with the idea of a rewards layer. We'd worked inside Indian ed-tech before, so instead of ramping up we went straight to the work — and turned "add rewards" into a system grounded in who their students actually are.

  • User Research
  • Gamification
  • Motivation & Behavioural Design
India100,000 MAU300+ employees₹75 Cr revenue
the brief, examined

A rewards layer is a feature. Engagement is a behaviour-change problem.

"Add rewards" is where most gamification starts and stops — points bolted onto whatever's already there. We took the brief apart first. Before deciding what to reward, we split the goal in two:

Goal one

Growth

Pull students into features they haven't found yet — broadly targeted, low cost to run, designed to spread.

rewarded with ephemeral & social wins
Goal two

Engagement

Bring students back to the features they've already found — tuned to specific personas, higher investment, longer payoff.

rewarded with collectibles & long-term achievement

The split makes measurement honest. Without it, every feature gets judged on the same easy metrics — views, clicks — even when it was built for something bigger.

↓ but you can't reward a student you haven't mapped
first — the student

We started with motivation, not mechanics.

Across two working sessions with the ConveGenius team, we mapped the students before we touched the reward design — who's on the app, what they come to do, and what already nudges them. Five motivation types fell out:

Achievement seekers Social learners Practical experimenters Authority-influenced Explorers & discoverers
Mind-map of five student categories and the motivators that drive each — scores, awards, teamwork, curiosity, structure, praise, creativity and more.
Each persona leans on different motivators — the raw vocabulary the reward system would later draw on.

Then we mapped what students actually do. A long list of activities — olympiads, quizzes, live competitions, bots, educational games, the posts feed — collapsed into eight underlying goals, each wanting its own rhythm:

Fun · 2–3× weekly Discovery · daily Practice · 2–3× weekly Doubt clearance · daily Social competition · wants daily Broader impact · seasonal Continuity · ongoing Business / governance · on-demand

The sharpest finding was a gap: the team wanted Social Competition every day — but didn't have enough daily content to sustain it.

See the research cut — students, activities & the rewards landscape →
↓ goals set, students mapped — now, how do we reward them?
the system

A repeatable way to gamify — not a pile of features.

We gave the team a process they could run on any activity, not a one-off feature spec:

01Decide on the activity
02Split it into components
03Determine motivation types
04Weigh effort vs frequency
05Create & assign rewards
For this version we recommended points tied to activities, with rewards unlocked by levels — so the more (and the more meaningful) the things a student does, the more they earn.

Two taxonomies gave the framing a shared language — five student motivations on one axis, six reward types on the other. The team could now weigh a reward's purpose against the student it's for when discussing build cost.

Radial map of six reward categories — Social Approval, Monetary, Collectibles, Ephemeral, Long-term, Achievements — each branching into concrete examples.
Six reward types, from ephemeral confetti to long-term mentorship.
Effort by frequency 2x2 matrix placing ephemeral rewards, achievements, long-term, monetary and collectibles.
Mapped on effort × frequency: which reward fits which activity — and vice versa.

Rewards then change by where a student is in their journey — curiosity for newcomers, habit for regulars, loyalty for the long-haul:

New user

evoke curiosity
  • Frequent ephemeral rewards
  • Surface unlockables in UI & notifications

Regular user

create habits
  • Collectibles for regularity
  • Social rewards for reinforcement
  • A taste of monetary reward

Long-term user

reward loyalty
  • Monetary & long-term rewards
  • Large-scale achievement & social status
Graph plotting motivation clusters from extrinsic to intrinsic against reward value.
The north star underneath it all: use reward value to migrate students from extrinsic motivation toward intrinsic over time.
See the product cut — the full system & build handoff →
↓ a system on paper — where does it live in the app?
from framework to screens

Concept agreed — then we drew where it actually lives.

An information architecture tied the theory to real moments in the app: the entry points students hit it from, the state checks behind it, and the reward outcomes that follow.

Information architecture flowchart for the gamification flow — from landing on the level screen through points, activities, sessions and rewards to levelling up.
The gamification flow, end to end — entry points, state checks, reward outcomes.

Low-fidelity wireframes gave design and dev a shared map before the graphics and animation came up — a clean handoff:

Wireframe — home view Wireframe — notification view Wireframe — level screen with activities Wireframe — reward pop-up Wireframe — rewards list Wireframe — profile Wireframe — badges view
what we left them with

A buildable system — and a way to keep making decisions after we left.

A strategy, not a feature. Growth vs engagement as a lens, so every reward has a job and a way to be measured.

Research the team owns. Five student motivations and eight activity goals — the vocabulary their PMs now use to argue about build cost.

A repeatable process. Five steps to gamify any future activity, without coming back to us.

A clean handoff. An IA flow and wireframes that took design and dev straight to building.

your move

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