Case Study 03

MPL Rummy — The 7-Day Retention Journey

Applying Behavioral Psychology to a Stagnant Day 7 Retention Metric

Role

Principal Product Designer

Scope

New user onboarding, D7 retention

Collaborators

UX Researcher, Product Designer, Engineering, Marketing

Platform

Real Money Gaming — Rummy

+12.7%
25%
4 Weeks
MPL Rummy 7-day task journey and reward UI

01Problem Statement

Problem Statement

New users don't return on Day 7 by accident — in a real-money game, trust hasn't been earned yet. If we didn't engineer a reason to come back inside the first week, the business would lose them before they ever saw what Rummy could offer.

MPL Rummy's Day 7 retention for new users had stagnated at 25% — the business was losing the majority of new sign-ups before they built any habit around the product, against an average CM1 revenue baseline of ~₹75L.

The goal: design and ship a fix within a 4-week window — a system that gives new users a reason to return every day of their first week, before they've had time to develop trust or deep engagement with the platform on their own.

02My Role vs. Team Contribution

My Role vs. Team Contribution

I Owned

  • Led the UX research plan — 1:1 interviews and surveys with new users who had churned after Day 7
  • Ran the competitor analysis across genre-relevant apps (Clash Royale, Angry Birds 2, Fruit Ninja, Duolingo)
  • Formed the behavioral hypothesis and designed the 7-day task-based reward journey
  • Negotiated implementation scope with engineering, including descoping the Claim feature to V2
  • Ran UAT and signed off on the shipped experience

Team Contributed

  • UX Researcher + another Product Designer: co-ran interviews and surveys
  • Engineering: built the reward-crediting and task-tracking backend; flagged the Claim feature as out of scope for V1
  • Marketing: campaign support for the 7-day journey launch

03UX Research & Key Findings

UX Research & Key Findings

To validate why users were churning, I ran 1:1 interviews and surveys with new users who had already churned after Day 7, across different age groups — testing whether a 7-day task-based journey with visible rewards could change that trajectory.

Step 01

Participants

New users who churned after Day 7, across different age groups

Step 02

Method

1:1 user interviews and structured surveys

Key Findings

  • Users lacked immediate rewards for their actions — unlike competitor apps, MPL Rummy offered no instant gratification, leaving them unmotivated to continue.
  • The onboarding experience was confusing — with no guided flow, new users didn't understand the app's benefits and often churned out of frustration.
  • Users preferred clear, structured tasks that led to tangible rewards — task-based engagement gave a sense of achievement and progression.
  • Past task-based initiatives had shown higher engagement, reinforcing that a structured journey could work.
  • Users repeatedly compared MPL Rummy unfavorably to competitors with more engaging reward systems.
  • Users wanted something that encouraged a returning habit — small daily rewards accumulating into a bigger one.

The pain points behind those findings were consistent across interviews: no clear reward for continued play, an overwhelming first-run experience, and no structured onboarding to explain what to do next.

If new users are given a structured 7-day journey with clear tasks and visible, escalating rewards, they'll form a return habit before churning — closing the gap that competitor apps had already exploited with FOMO and progress-tracking mechanics.
The 7-day journey's entry point, surfaced as a task banner inside the existing Rummy lobby

The 7-day journey's entry point, surfaced as a task banner inside the existing Rummy lobby

The Rummy Carnival screen — Day 1–7 tasks with escalating, partially-locked rewards and a live countdown

The Rummy Carnival screen — Day 1–7 tasks with escalating, partially-locked rewards and a live countdown

04Competitor Analysis

Competitor Analysis

I benchmarked genre-relevant apps — Clash Royale, Angry Birds 2, Fruit Ninja, and Duolingo — to see how they engineered return behavior in their own onboarding and reward systems.

Angry Birds 2 quest flow

Angry Birds 2's quest flow, annotated during my competitor audit — tasks turn from GO to CLAIM on completion, with a free starter treasure to teach the mechanic and a delightful collect animation on every claim.

Where Competitors Nailed It

Clash Royale and Fruit Ninja unlock the next reward only once the current one is claimed — a visible, sequential journey that motivates the next step. Angry Birds 2 goes further: a task flips from a GO button to a CLAIM button the moment it's done, with a checkmark and a delightful collect animation confirming exactly what was won.

The Gap in MPL Rummy

None of this existed in the new-user flow — no visible sequencing, no explicit claim moment, and no animated confirmation of what a user had actually earned.

  • Clash Royale — a King's Journey timeline where each completed task visibly advances progress, reinforcing a habit-forming loop
  • Angry Birds 2 — quests flip from GO to CLAIM on completion, with a checkmark and a delightful collect animation
  • Angry Birds 2 — a free starter treasure teaches the claim mechanic before asking anything of the user
  • Fruit Ninja — rewards unlock strictly in sequence, so claiming one is what motivates the next
  • Duolingo — upcoming quests stay visible but locked ("Revealed in 2 days"), keeping the journey ahead in view

The pattern held across all four: visible sequencing, an explicit claim moment with animated feedback, and upcoming rewards kept in view even while locked. That became the direct blueprint for the 7-day journey.

Duolingo — daily quest plus upcoming quests visible but locked

Duolingo — daily quest plus upcoming quests visible but locked

Clash Royale — a visible task timeline that advances as the user progresses

Clash Royale — a visible task timeline that advances as the user progresses

Fruit Ninja — sequential unlocks that motivate the next claim

Fruit Ninja — sequential unlocks that motivate the next claim

05User Flow

User Flow

I mapped the flow from the existing MPL home screen down to claiming a reward, keeping a cancel path back to the Rummy home page at every step so a hesitant new user is never trapped mid-journey.

Step 01

Rummy Home Button

We need to grab the attention of users to tap and see what it is.

Step 02

Select a Task

Select a task and see the progress of your task.

Step 03

Seven Tasks, Seven Days

Except the first one, the rest are locked and unlock as the user progresses.

View the interactive prototype in FigmaThe full 7-day journey flow, as designed

The full flow — MPL Home → Rummy Home → Cash Back Dhamaka → pick a task → perform → claim → unlock the next, with a cancel path back to Rummy Home at every step

The full flow — MPL Home → Rummy Home → Cash Back Dhamaka → pick a task → perform → claim → unlock the next, with a cancel path back to Rummy Home at every step

06The Hardest Decision

The Hardest Decision

Decision

Ship the 7-day task journey on time without the Claim feature — commit it to a V2 release

With a 4-week timeline, engineering flagged that the Claim feature — the interactive moment where users actively claim their reward — couldn't be built without extending the deadline. I agreed to descope it and carry it into V2 rather than delay the entire journey.

FactorOption AOption B — Chosen
Reward deliveryInteractive Claim moment — higher delight, needs more backend workAuto-credited rewards — ships on time, less delight
Scope vs. timelineFull-featured V1 — richer experience, missed deadlineMVP journey — hits the 4-week deadline, enhance later
RiskPush the deadline for completenessShip on time, validate the core hypothesis first

07Rollout & Measurement

Rollout & Measurement

The journey launched on schedule, without the Claim feature, with an A/B test set up to measure impact against a control group.

What Went Wrong

Task-level data showed completion was lowest on Task 1 of 7, before climbing and peaking around Task 4, then tapering off through Task 7.

How It Was Corrected

We reduced the completion threshold for Task 1 in a follow-up version of the journey, which increased Task 1 completion and made more users eligible to reach Task 2.

The flow also handled a lapsed state — missing a day restarts the journey from Day 1

The flow also handled a lapsed state — missing a day restarts the journey from Day 1

A win-celebration moment cross-promoting back into the journey and a leaderboard entry point

A win-celebration moment cross-promoting back into the journey and a leaderboard entry point

Retention improved before we'd even shipped every intended mechanic — which told us the core loop, not the polish, was doing the work.

08Quantitative Results

Quantitative Results

The journey was A/B tested twice on Play Store. The second round, started 16 June, split all new Rummy DAU 50/50 — 94,062 users saw the 7-day journey (test) against 76,679 who didn't (control).

  • D7 Retention: Test group improved 12.7% over control on Play Store
  • Carnival Page Visit Rate: 90% of eligible users opened the journey page on Play Store, versus 25% on the Pro app variant
  • D0 DAU → PDAU Conversion: No change between test and control — the lift was specific to D7 retention, not overall activation
D7 Retention Lift+12.7%
Day-wise completion rates in the weeks after launch

Day-wise completion rates in the weeks after launch

Task-level completion — lowest on Task 1, peaking around Task 4, tapering after

Task-level completion — lowest on Task 1, peaking around Task 4, tapering after

The production task ladder and rewards, with an actual completed-journey payout

The production task ladder and rewards, with an actual completed-journey payout

09Next Steps

Next Steps

  • Rolled the 7-day journey out by default to all new Play Store logins after the second, larger-scale A/B test (94,062 test vs. 76,679 control).
  • Shipped the Claim feature in V2 — the interactive claiming moment engineering couldn't fit into the original 4-week window — which generated real delight for users.
  • Planned a further A/B test measuring D15 retention specifically for users who completed the 7-day journey, across cohorts like resurrection and roller retention.
  • Explored celebrating wins on a 7-day leaderboard and experimenting with variable rewards.

10Design Principles Demonstrated

Design Principles Demonstrated

Validate the hypothesis before designing
1:1 interviews and competitor benchmarking came before any UI work — the 7-day journey was a direct response to verified user and competitive insight, not a guess.
Descope for velocity, not ambition
Shipping the core loop on time and proving the hypothesis mattered more than shipping every mechanic at once.
Instrument what you ship
Running the A/B test twice, and reading Day 1 completion as its own signal, is what surfaced the next fix instead of stopping at the headline retention number.