Turning a daily login reward into a small ritual worth returning for.

YRAL APP · DAILY LOGIN REWARDS · 2025

Interaction DesignReward UXGamification

Yral needed a lightweight daily reward loop that could sit inside the product without feeling like a separate game. I designed the experience from seeing today’s reward, claiming it and entering Scratch & Win, to understanding the result and the next available action.

CLIENT REQUIREMENT

Make today’s reward obvious, give the claim moment enough delight to feel intentional, and return the user to the product without unnecessary friction.

The Brief

The reward calendar had to make one thing obvious: what can I claim today?

The concept combined a Daily Login Rewards grid with a Scratch & Win moment. The interaction challenge was to make today’s state easy to find and to separate collected from upcoming rewards.

01

Find today instantly

The active day and claim action need stronger priority than the rest of the reward calendar.

Daily Login Rewards calendar with today’s reward highlighted
02

Make status unmistakable

Claimed, available and upcoming rewards should read differently without needing explanation.

Reward calendar showing collected, available and upcoming states
03

Keep delight brief

Collect / Scratch & Win creates the reward moment, then hands the user back to the game

Scratch & Win reveal screen

Daily Reward Loop

The loop was short: open locate today claim scratch return.

The calendar carries the logic; the scratch card carries the delight. Each step has one job, so the user never has to decode reward rules while trying to claim.

Scratch Interaction & Motion

The scratch interaction reduced three kinds of friction: precision, waiting and choice.

Instead of treating scratching as decoration, I designed it as the primary control. The target is generous, the interface responds at the point of touch, and secondary actions stay quiet until the reward has resolved.

01TOUCH
02RESPOND
03REVEAL
04SETTLE
05CONTINUE
FITTS’S LAW

Remove precision

The scratch card behaves as one large target. Users can begin anywhere on the surface instead of acquiring a tiny handle or exact start point.

Design consequence: the whole card is interactive.

DOHERTY THRESHOLD

Remove waiting

The surface acknowledges input as the gesture begins. Visual change stays attached to the finger so the system never feels one step behind the user.

400 msInteractionReaction

Design consequence: feedback begins at touch.

HICK’S LAW

Remove competing choices

During the scratch, the interface asks for one action only. Reward details and the next CTA become prominent after the reveal is complete.

Reward Card
Reward

Design consequence: choice follows closure.

Interaction State System

The reward calendar explained itself through state changes, not extra screens.

The same reward tile changes emphasis, action and guidance as it moves from upcoming → available → collected.

COLLECTED

Deactivated card

Collected reward card showing 5 YRAL for Day 1

Completion stays visible, but the card no longer invites another tap.

TODAY

Activated card

Today's active reward card showing 5 YRAL with a Collect action

Today gets the highest contrast and the only live Collect action.

UPCOMING

Preview

Upcoming reward card preview showing 15 YRAL and Scratch on Day 6

The reward stays visible, but no CTA implies availability.

TIMING

Countdown answers “when?”

Countdown chip reading Collect in 02 : 20 : 00

One countdown answers when the next claim becomes available.

CONTEXT

Tooltip near the upcoming rewards

Tooltip reading Come back after 2 days

When tapped on a card, shows the number of days user have to wait.

REVEAL

One component carries progress

Scratched reward card revealing a lightning coin

One surface moves from intact to scratched.

Reward Architecture

Progress first, delight second.

A daily reward mechanic works when the user understands the system before the surprise begins. I structured the experience around three layers: cycle progress, the immediate claim action and the Scratch & Win reveal.

01 REWARD GRIDShows the cycle and makes today’s state easy to scan.
02 CLAIM STATETurns reward availability into one clear action.
03 SCRATCH/TAP & WINCreates a tactile reveal only after the user has committed to the reward.

A daily reward only works when the system is understood before the surprise arrives.

For Yral, the reward calendar carried the logic and Scratch & Win carried the delight, a short ritual that returns the user to the product instead of holding them in a side game.

Bring me the version that is still unclear.

The half-formed idea, tangled user journey or product that works but still doesn’t feel resolved