Turning a daily emoji guess into a reason to check your rank.

YRAL APP · SMILY GAME · INTERACTION DESIGN

Interaction DesignGamificationLeaderboard UX

Smily Game asked users to choose the emoji they thought most people would pick. Matching the crowd earned points. I designed the leaderboard and reward feedback around one question: after a choice, could the user immediately understand what changed and why it was worth coming back?

Leaderbaord
Smily Game

CLIENT REQUIREMENT

Make scoring, rank and the next reason to play feel clear without turning a lightweight social game into a heavy gaming system.

The Brief

The leaderboard had to explain the game, not just display a table.

Explain consequence

Find “me” quickly

Create a return cue

Game Loop

The interaction loop was short: choose reveal reward rank return.

The leaderboard works only after the game has made the scoring logic visible. I treated the post-choice moment and the leaderboard as one continuous interaction rather than two unrelated screens.

01

Choose

Pick one emoji.

02

Reveal

See the crowd’s choice.

03

Reward

Earn points when aligned.

04

Rank

See daily / weekly position.

05

Return

Know when to play again.

Interaction Design

Every state had to answer one question before asking for the next action.

Rather than add decorative game UI, I used hierarchy and short feedback moments to make cause and effect legible.

Choice
Majority
Points
Position
01

Choice is locked

Confirm the selected emoji immediately so there is no ambiguity about what was submitted.

02

Majority is revealed

Show the crowd result before the score so the user understands the rule behind the reward.

03

Rank is updated

Translate points into a visible change in position, with the user’s row easy to scan.

Leaderboard Hierarchy

Competition needed hierarchy, but the user’s own progress had to stay primary.

A leaderboard can become visually noisy very quickly. The design separated celebration from utility: the podium carries the competitive energy; the list carries scanning; the highlighted “you” state carries personal relevance.

Yral leaderboard anatomy — podium, list and personal row
01 TOP 3Celebrate the competitive peak.
02 “YOU” ROWKeep personal position unmistakable.
03 DAILY / WEEKLYMake the time horizon explicit.

Motion & Feedback

Motion carried consequence, not decoration.

The interaction references were used to keep feedback short and functional: acknowledge a choice, reveal the result, celebrate a meaningful gain, then get out of the way so the user can read the leaderboard.

01

Acknowledge

Selection feedback should be immediate. No long celebration before the result is understood.

02

Reveal

The majority result appears before or with the point change so the reward has an explanation.

03

Settle

After a brief reward moment, the UI settles into a stable leaderboard state for scanning.

A leaderboard should not merely show who is winning. It should explain what just happened and make the next round feel worth returning for.

For Smily Game, the interaction system connected choice, majority behaviour, reward and rank into one understandable loop.

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

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