Props MVP Redesign

Props MVP Redesign

Redesigning Props’ mobile app to reduce drop-off for first-time users and increase Day 1-7 retention

Redesigning Props’ mobile app to reduce drop-off for first-time users and increase Day 1-7 retention

Industry

Consumer Social

Skills

UX Research

iOS App Design

Rapid Testing (RITE)

Product Strategy

Team

Logan Cundiff (Co-Founder, Engineer)

Edward Mensah (Co-Founder, Engineer)

Carolyn Tung (UX Manager & Consultant)

Allison Chu (UX Designer)

Sean Pak (User Testing)

Timeline

Aug - Oct 2025

TL;DR

Overview

Overview

Props is a gamified community-building and reward platform for social groups, charities, and businesses. It aims to incentivize users to join communities and win “props” by participating in their events. In this project, we transformed Props’ confusing MVP into a clear, learnable experience that helps users understand what to do, where to go, and why it matters.

Props is a gamified community-building and reward platform for social groups, charities, and businesses. It aims to incentivize users to join communities and win “props” by participating in their events.

Over 3 months, we partnered with Props to reduce first-session drop-off and increase Day 1-7 retention for Props’ gamified event platform. We focused on:

Constraints

Constraints

Business Goals

Business Goals

  • MVP features

  • Props Premium

  • Advertising

  • User stickiness

  • MVP features

  • Props Premium

  • Advertising

  • User stickiness

Timelines

Timelines

3-month timeline

3-month timeline

Technical Constraints

Technical Constraints

Responsive design

Responsive design

PROBLEM

Users liked the idea behind Props, but it felt overwhelming and unintuitive.

Users liked the idea behind Props, but it felt overwhelming and unintuitive.

50%

of users would use Props

but

but

75%

of users thought it was hard to use

OUR APPROACH

Identifying product-market fit through user research

Identifying product-market fit through user research

Since Props was early-stage, we conducted user research to identify how Props could boost community engagement in a way that met user needs and addressed the right users.

Since Props was early-stage, we conducted user research to identify how Props could boost community engagement in a way that met user needs and addressed the right users.

16 discovery interviews

4 usability tests

System Usability Scale (SUS) Survey

6 personas

INSIGHTS

The platform’s reward loop was buried under unclear navigation + visual hierarchy.
We aimed to fix that.

The platform’s reward loop was buried under unclear navigation + visual hierarchy.
We aimed to fix that.

First-time users abandoned key tasks mid-flow

First-time users abandoned key tasks mid-flow

Users cycled through every tab trying to guess where to complete tasks

Users cycled through every tab trying to guess where to complete tasks

Users don’t understand what key features in Props are

Users don’t understand what key features in Props are

Organizers completed key tasks only through trial and error

Organizers completed key tasks only through trial and error

STRATEGY

Creating a seamless experience for first-time users and strengthening the reward loop

Creating a seamless experience for first-time users and strengthening the reward loop

User testing made it clear that new users needed a smoother path to their first win. Our strategy focused on reducing early friction and making the quest → reward loop unmistakable, so users immediately understood the value of Props. The redesign aimed to boost user retention to make Props' business model sustainable after launch.

User testing made it clear that new users needed a smoother path to their first win. Our strategy focused on reducing early friction and making the quest → reward loop unmistakable, so users immediately understood the value of Props. The redesign aimed to boost user retention to make Props' business model sustainable after launch.

HMW make a new user understand Props and complete a first meaningful action in < 5 min?

HMW make a new user understand Props and complete a first meaningful action in < 5 min?

HMW surface the right groups/quests above the fold so first-time users always see something compelling to do?

HMW surface the right groups/quests above the fold so first-time users always see something compelling to do?

HMW reinforce the reward loop to boost user retention?

HMW reinforce the reward loop to boost user retention?

HMW give organizers clear, low-effort creation with immediate confirmation and guaranteed visibility?

HMW give organizers clear, low-effort creation with immediate confirmation and guaranteed visibility?

EXPLORATIONS

Onboarding

Onboarding

User testing showed that the original onboarding was cluttered, unintuitive, and lacked system feedback.

User testing showed that the original onboarding was cluttered, unintuitive, and lacked system feedback.

After auditing the platform, our goals were to:

After auditing the platform, our goals were to:

Improve visual hierarchy

Strengthen reward framing to boost emotional hook

Sharpen CTA buttons to boost interactivity and engagement

Based on these criteria, we created 3 onboarding user flows to test different key hypotheses:

Based on these criteria, we created 3 onboarding user flows to test different key hypotheses:

1

1

Cut-scene onboarding

Cut-scene onboarding

Strengthens Props's branding, evoking Animal Crossing & Pokemon

Strengthens Props's branding, evoking Animal Crossing & Pokemon

2

2

Quest-based onboarding

Quest-based onboarding

Guides users through experiential learning

Guides users through experiential learning

3

3

Tutorial onboarding

Tutorial onboarding

Provides contextual education for first-time users

Provides contextual education for first-time users

In the end, we combined a guided empty state with quest-based onboarding to both orient users and drive active engagement. This approach reinforces learning through completion and rewards while prompting users to start key user flows.

In the end, we combined a guided empty state with quest-based onboarding to both orient users and drive active engagement. This approach reinforces learning through completion and rewards while prompting users to start key user flows.

Final Design

Final Design

1

1

Home (My Groups)

Home (My Groups)

By restructuring the Home (My Groups) section with clear labels, predictable grouping, and reduced scroll depth, we gave users a reliable entry point into their community activity.

By restructuring the Home (My Groups) section with clear labels, predictable grouping, and reduced scroll depth, we gave users a reliable entry point into their community activity.

2

2

Home (Discover)

Home (Discover)

We reorganized Discover into a structured, scannable system that surfaces high-value groups and quests early, helping users discover a first action quickly.

We reorganized Discover into a structured, scannable system that surfaces high-value groups and quests early, helping users discover a first action quickly.

1

Home (My Groups)

By restructuring the Home (My Groups) section with clear labels, predictable grouping, and reduced scroll depth, we gave users a reliable entry point into their community activity.

2

Home (Discover)

We reorganized Discover into a structured, scannable system that surfaces high-value groups and quests early, helping users discover a first action quickly.

3

Complete Quest

We redesigned quest completion to feel guided, intuitive, and confidence-building.

4

Quest Rewards

By enlarging the visuals, simplifying the layout, and categorizing rewards into Prizes and Props, we brought the reward loop to the forefront. Users now see exactly what they’re working toward, making each quest feel purposeful and motivating.

5

Quests

By redesigning the Quest List with clear hierarchy, simplified cards, and stronger visual cues, we turned a dense, overwhelming list into a scannable flow that guides users toward meaningful action.

6

Eventure Profile

By restructuring the Eventure profile around clear hierarchy and social cues, we transformed a visually noisy page into a focused event overview that helps users understand what’s happening, who’s attending, and what to do next.

3

Complete Quest

We redesigned quest completion to feel guided, intuitive, and confidence-building.

4

Quest Rewards

By enlarging the visuals, simplifying the layout, and categorizing rewards into Prizes and Props, we brought the reward loop to the forefront. Users now see exactly what they’re working toward, making each quest feel purposeful and motivating.

5

Quests

By redesigning the Quest List with clear hierarchy, simplified cards, and stronger visual cues, we turned a dense, overwhelming list into a scannable flow that guides users toward meaningful action.

6

Eventure Profile

By restructuring the Eventure profile around clear hierarchy and social cues, we transformed a visually noisy page into a focused event overview that helps users understand what’s happening, who’s attending, and what to do next.

SHIPPING

Developer Handoff

Developer Handoff

My UX design intern annotated key user flows to provide maximum clarity and context for the developers to implement the designs, tagging them as "Navigation Flow," "Interaction," or "Other" for miscellaneous notes. As the lead UX consultant, I managed the project, delegated tasks to my intern, and provided design critiques on user flows and design thinking. I also owned communicating with our client about high-level post-project questions about specs, design tokens, and navigation/usability as the dev implemented our designs.

My UX design intern annotated key user flows to provide maximum clarity and context for the developers to implement the designs, tagging them as "Navigation Flow," "Interaction," or "Other" for miscellaneous notes. As the lead UX consultant, I managed the project, delegated tasks to my intern, and provided design critiques on user flows and design thinking. I also owned communicating with our client about high-level post-project questions about specs, design tokens, and navigation/usability as the dev implemented our designs.

ITERATION

Redesigning the Home Screen for Long-term Scalability

Redesigning the Home Screen for Long-term Scalability

While the project was limited to an MVP scope, the founders provided feedback that the Home screen design might violate user expectations, given that "My Groups" displayed an At-a-Glance view of a user's joined Eventures.

While the project was limited to an MVP scope, the founders provided feedback that the Home screen design might violate user expectations, given that "My Groups" displayed an At-a-Glance view of a user's joined Eventures.

As a result, we decided to separate Groups and Eventures into their own tabs to account for future feature expansion.

As a result, we decided to separate Groups and Eventures into their own tabs to account for future feature expansion.

Key Takeaways

Key Takeaways

Product Strategy

Product Strategy

Reducing ambiguity is often more impactful than adding features. We focused on perfecting in-scope features to ensure the experience of first-time users and the reward loop would be seamless and valuable.

Reducing ambiguity is often more impactful than adding features. We focused on perfecting in-scope features to ensure the experience of first-time users and the reward loop would be seamless and valuable.

Stakeholder Alignment

Stakeholder Alignment

When feedback conflicted with research or scope, I redirected conversations back to research insights, business anchors, and frameworks like user stories and Jobs to be Done.

When feedback conflicted with research or scope, I redirected conversations back to research insights, business anchors, and frameworks like user stories and Jobs to be Done.