Play Points
Google
2017-2022
Google Play wanted to create a loyalty program for users, and I was the only one who could help. Literally. I was the only content designer for all of Play, at the time. Fortunately, I was up to the task.
The problem
A loyalty program can improve user engagement and retention if it's appealing and easy to understand, but that's easier to say than do.
The idea was simple enough: get one point for every dollar spent, and use the points to get rewards. But then there were complex benefits (multipliers for each level) and earning scenarios (time-sensitive multipliers), not to mention that levels were time-shifted (points count for next year) and eventually expired. To complicate matters, Play Points was going to launch in multiple countries with different cultural expectations for a loyalty program.
Confused? So were we. But we couldn't pass that confusion on to the user.
The solution
I worked with a PM, UX designer, and a UX researcher to research existing loyalty programs and iterate from there. We quickly landed on a modular design for dynamic and time-sensitive content, which simplified the interface and made it easier to customize offers for specific countries and regions. But there were still plenty of things to explain, and that's where I came in.
My first task was naming the three main flows that a user would need. Concepts like "redeem points" were common in the industry but might take on unwanted connotations in translation. "Rewards" were also common, but Play leads wanted to reserve that word for other things. And even using a word like "get" for gaining points caused internal debate because it might feel too easy and make the whole program feel cheap.
After shopping around multiple options with leads, I consolidated the feedback and settled on "Earn,” "Use," and "Perks" because they were short and quickly communicated intent.
The top of the main landing page, where we communicated various statuses, went through many combinations of icons and strings. Eventually we learned that users didn't need the point total to be labeled "points," but they definitely didn't understand how multipliers worked without some explaining. This is how I arrived at a mixed approach, where we rely on visuals in some places, and in others we spell it out, such as "Earning X points per $1."
By far, the biggest problem was figuring out how to explain the intricacies of levels. Points earned this year counted toward a user's level in the following year, and it confused everyone. I went through multiple iterations of strings, and eventually we landed on a combination of a string and a progress bar on the main page with more specific explanations in the level benefits page.
We weren’t just making the feature. We also had to figure out a way to pitch it to users. I took everything I'd learned and condensed it down to three main themes that we could put in a promo interstitial.
There were plenty of other ways that Play Points intersected with existing user journeys, so we built a system of in-product notifications that informed the user about potential boosts, rewards, and benefits. We also made it possible for points to be used in the buy cart or donated to nonprofits. I took great care to maintain consistent terminology and style for all these interactions.
The program continued to evolve over time, and we eventually added "quests,” which use points as an incentive to complete educational or promotional journeys. I specifically advocated for quest structures and requirements to stay simple so that users wouldn't feel overwhelmed.
Highlights
US launch: 3.4 million users joined and 151 million points earned in the first two weeks; added a donation feature to let users convert points into a monetary donation to multiple charitable organizations
Japan launch: 1 million users joined and 65 million points earned in the first week; 3,000+ mentions on social media from early users
South Korea launch: 775,000 users joined and 79 million points earned in the first week; 56% of new users opted in to receiving marketing comms, which is a 3x higher rate than normal
Examples of positive press coverage:
The Verge
TechCrunch
VentureBeat
CNET
I received three spot bonuses for my work