
A web-based gaming platform with 120M SEK in fresh funding — but an app nobody opened. I led the engagement design across rapid sprints to fix onboarding, retention, and sign-up conversion.
Hiberworld is an online platform where users design and play their own games in the browser. In 2021 they raised 120M SEK to prioritize the mobile app — but despite the success of the web product, the app was significantly underused. They needed help on three fronts: day 1 / 8 / 28 retention (the primary KPI), gamification and engagement for existing users, and conversion to sign up.
UX & engagement designer, embedded with the Hiber team across design sprints — from research through design-to-implementation.
Day 1, 8, and 28 retention. Secondary goals: in-app gamification, engagement, and sign-up conversion.
Design sprints for a fast, dynamic roadmap, anchored in research to pinpoint focus areas per KPI.
The web platform worked — but the app failed to hold people. New users dropped off before they understood what Hiberworld even was, there was no clear way to learn how to play, and nothing pulled people back day after day. With fresh funding riding on the app, the job was to turn first opens into habits.
A tight deadline meant a dynamic roadmap. We ran a pre-study to grasp the KPIs, benchmarked competitors, then looped through design sprints — define, prototype, balance, repeat.
Grasp the KPIs and constraints together with the client.
Benchmark competitors and dig into where users drop off.
Pinpoint the focus areas to attack per KPI.
Explore fixes for onboarding, retention, and conversion.
Build and test the flows in Figma.
Tune the gamification and plan how to validate it.
Four findings shaped the redesign. Each one mapped to a concrete change in the app.
The three onboarding games were identical apart from theme — an illusion of choice. Redesigned onboarding so the early game choice feels real.
Built "onboarding games" — three short games that gradually introduce mechanics, so a new user learns by playing.
Players earn XP for each completed game; the final mission prompts account creation to claim the XP plus a unique onboarding avatar.
Weekly challenges with rotating missions, points, and avatar rewards — a repeatable hook back into the app.



Increased sign-up conversion in the app
Day 1 / 8 / 28 retention from weekly challenges
Completion rate on the new onboarding journey
Plus a futureproof profile page, scalable themed challenges, and a gamification balancing system the team could keep building on.
Sprints can be remarkably effective — a lot of ground covered in a short time. But they demand a lot from everyone involved: if a key stakeholder is missing or hard to schedule, it's easy to veer off course. Protecting that cadence mattered as much as the design work itself.