Gamification

Behavioural Design

Multi-brand UI Kit

Consumer App

Interaction Design

Gamification

Multi-brand UI Kit

Interaction Design

Behavioural Design

Consumer App

Gamifying wait time for India's largest food delivery platform. Designing for User Delight.

Gamifying wait time for India's largest food delivery platform. Designing for User Delight.

90M+

Active users of the app

+20

Featured media pieces

+15K

Social media impressions

+8%

increase in app opens

Multiple Sprints. 6 months.


Our product design team at Social Panga had the best time with Swiggy’s team to design gamification features that transform routine food ordering into an engaging, delightful experience. These bite-sized games proved to be a powerful retention tool.

Multiple Sprints. 6 months.


Our product design team at Social Panga had the best time with Swiggy’s team to design gamification features that transform routine food ordering into an engaging, delightful experience. These bite-sized games proved to be a powerful retention tool.

Pepsi x T20 Deals Page

opportunity

User research with 12 active customers revealed a not-so-surprising pattern: 75% checked the app multiple times during delivery windows, compulsively refreshing every ~12 minutes track their order or because they were bored or anxious.

Follow up questions uncovered an emotional gap in the experience. Users appreciated discounts but didn't feel connected to the brand. They wanted to be entertained along the process. As one user put it, "Every food app does the same thing."

What happens after the user places their order?

"I kept opening the app to see where my food is. It felt so boring."

Insight to North Star

Turn idle time after transactions into memorable experiences.

swiggy's old home screen

swiggy's old home screen

user quotes

I found that users craved moments of surprise and delight beyond discounts. Since they’re already loyal to the app, they assumed it shouldn’t be hard to be provided with a different experience than the rest of the market.

“It's the longest 20 minutes of my day when I’m waiting for my food to arrive.”

“It's the longest 20 minutes of my day when I’m waiting for my food to arrive.”

“It's the longest 20 minutes of my day when I’m waiting for my food to arrive.”

“I only open Swiggy when I'm hungry. There's no reason to browse otherwise obviously.”

“I only open Swiggy when I'm hungry. There's no reason to browse otherwise obviously.”

“I only open Swiggy when I'm hungry. There's no reason to browse otherwise obviously.”

“When I’m very hungry and can’t decide what to eat, I get tired of making the decision and order the same stuff.”

“When I’m very hungry and can’t decide what to eat, I get tired of making the decision and order the same stuff.”

“When I’m very hungry and can’t decide what to eat, I get tired of making the decision and order the same stuff.”

“It’s like every other food app. I’m loyal to it only because of the restaurants I order from it.”

“It’s like every other food app. I’m loyal to it only because of the restaurants I order from it.”

“It’s like every other food app. I’m loyal to it only because of the restaurants I order from it.”

goals

Goals were developed basing the project's hypothesis on converting user needs to delight by:

🤩

Quickly transforming idle moments into delightful experiences strengthening brand affinity

⚽️

Increasing session engagement time through playful interactions and informative content

🛍️

Driving spontaneous orders by creating browse-worthy content

🍿

Reducing perceived wait time through entertaining diversions

What I did

I designed for three idle moments: the browsing decision, the delivery wait, and the post-order high. Each became a gamification opportunity with a different mechanic and addressing different goals.

01 · scalable campaigns

Overview

To encourage users to make new choices and support the volume and variety of campaigns on Swiggy, we developed a modular component system. Each component was designed to adapt across different partnerships and cultural moments, while subtly nudging users to be more adventurous.

component layout proposed

master header implemented

Ideation

Creating a foundation system for subsequent campaigns, allowing new content to be produced with more efficiency without starting from ground zero everytime.

ideating each component and its function

What Shipped

component style guide for a Netflix release

02 · games and more

Overview

A time-limited, "Where's Waldo" style game where users spotted hidden elements across the screen to unlock instant discounts gamifying the browse experience and driving exploration. These games were developed to be easily adapted as per occasion with a design system library and instructions.

Task Success cards

Shipped Screens

Adpated Visuals

03 · the de icon

The Idea

Transform the standard delivery tracker into a personality-driven experience with diverse, illustrated delivery executive characters that users could relate to and root for.


The Reward

Each DE icon is collectible. Tied to live events, film releases, and cultural moments, completing a set of 'x' unlocks a discount, turning the delivery tracker from a wait into a game worth playing.

reward card for DE collectibles

Personalised location+event specific DE Icons

What users say online

key learnings

Delight as a business decision: Every gamification feature had to earn its place by moving a metric. Working within Swiggy's ecosystem meant understanding that delight without retention impact doesn't get shipped.


Designing for scale and scalability: With a platform of 90M+ users and a constant stream of campaigns, one-off solutions aren't viable. The modular component system we built meant future campaigns could move faster without sacrificing consistency.

A strong brand system isn't a constraint: Working within Swiggy's visual language pushed the creative thinking into behaviour and interaction design. The best ideas on this project came from asking what the system could do and do well.


Consumer behaviour is humbling: What works in a usability test doesn't always hold when millions of people interact with something in unpredictable contexts; hungry, impatient, etc. Designing outside of the happy path is a non-negotiable part of the process.

let’s chat!

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