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Client work · Gaming

Hiberworld.

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.

UX & EngagementRole
3 monthsTimeline
GamingIndustry
SwedenLocation
Overview

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.

My role

UX & engagement designer, embedded with the Hiber team across design sprints — from research through design-to-implementation.

Primary KPI

Day 1, 8, and 28 retention. Secondary goals: in-app gamification, engagement, and sign-up conversion.

Approach

Design sprints for a fast, dynamic roadmap, anchored in research to pinpoint focus areas per KPI.

The Challenge

A funded app nobody opened

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.

The Process

Research-led design sprints

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.

01

Pre-study

Grasp the KPIs and constraints together with the client.

02

Research

Benchmark competitors and dig into where users drop off.

03

Define

Pinpoint the focus areas to attack per KPI.

04

Ideate

Explore fixes for onboarding, retention, and conversion.

05

Prototype

Build and test the flows in Figma.

06

Balancing & test plan

Tune the gamification and plan how to validate it.

Findings → Solutions

What research told us to fix

Four findings shaped the redesign. Each one mapped to a concrete change in the app.

// finding

Choosing what to play matters — but onboarding faked it

The three onboarding games were identical apart from theme — an illusion of choice. Redesigned onboarding so the early game choice feels real.

// finding

No clear way to actually learn how to play

Built "onboarding games" — three short games that gradually introduce mechanics, so a new user learns by playing.

// finding

Avatars and bragging rights drive retention

Players earn XP for each completed game; the final mission prompts account creation to claim the XP plus a unique onboarding avatar.

// finding

Users need clear CTAs and fresh reasons to return

Weekly challenges with rotating missions, points, and avatar rewards — a repeatable hook back into the app.

The Delivery

The screens that shipped

// Scroll right to explore
Hiberworld Onboarding reward
// Onboarding reward
Hiberworld Weekly challenges
// Weekly challenges
Hiberworld Profile page
// Profile page
The Results

First opens became habits

+47%

Increased sign-up conversion in the app

+17–30%

Day 1 / 8 / 28 retention from weekly challenges

88%

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.

Learnings

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.