Rewards work best when they lead users back to the main product. The hardest part was balancing what users earn against what it costs the business.
Turning watch time into a daily habit
A rewards system for FreeDrama that improved retention by 5–7% over KukuTV.
Streaming · Retention · Gamification





TLDR
- 01
Problem
Users spent little time watching and stopped opening the app after day 3 or 4.
- 02
What I did
Designed a rewards system: earning while watching, a rewards page and a daily check-in streak.
- 03
Result
Retention was 5–7% higher than KukuTV after 2–3 months, with higher watch time.

Context
FreeDrama is a free, ad-supported micro-drama app from Kuku FM. It has the same shows as KukuTV, our subscription app, but no paywall, so revenue depends on how much people watch.
Problem
Event data showed two issues: low time on the player, and most users not returning after day 3 or 4.
My role
I worked with the business head from the first brainstorm to launch. I benchmarked similar apps, made the flows, wireframes and final UI, covered edge cases, and did design QC during development. The business head led launch and marketing.
Challenge
Rewards had to be worth earning without becoming more important than the shows. Every reward had to lead back to watching.
Solution
01Rewards page

Coin values are placeholders.
02Earn while watching

A timer on the player shows how much the user has earned and how much is left for the next reward.

After each claim, a reward screen shows what the user has earned.
03Daily check-in

Day 1: the check-in opens on the home screen.

Day 3: the streak gets a fire icon.
Impact
Higher retention than KukuTV
Watch time
Many users still returning. Day 30 held, but lower.