03 / 15 — UX/UI · Monetization

Gifts & Offers

A rolling offer ladder for a mobile store: free and paid rewards, one clear next step, and a reason to come back.

RoleProduct Designer
DeliverablesUX flow · UI · Interactive prototype
ScopeHome assignment · mobile-first
Year2026

A continuous offer feature where claiming or buying unlocks the next reward. I designed the ladder, its states, the confirm flow and an interactive prototype.

01The brief

An offer ladder that never ends.

Design a rolling offer feature for a mobile coin-store: continuous, endless offers on a free + purchase model, touch-first and visually polished. The goal was an experience that is intuitive, encourages return visits and supports monetization without feeling pushy.

02Concept

Claim or buy to unlock the next one.

Offers sit on one clear ladder. Exactly one is available now, marked with a ribbon and a bright action. Everything below it is visible but locked, so players always see what is coming. Collecting or buying unlocks the next step, and the ladder reorders so there is always a next reward.

Free steps and paid steps are mixed on purpose: the free reward builds the habit, the paid offer shows up at the moment the player is already engaged.

03Key states

Every step tells the player what happens next.

Available, collected, locked and processing each have their own colour and label. A confirm sheet states plainly what the player gets, and a short “How it works” card explains the loop once, so the rules never live in a wall of text.

Ladder with the first offer available
Offer collected, next one unlocked
Purchase processing state
Ladder after several steps
04Layout

From a long list to a compact grid.

As the ladder grows, steps collapse into a two-column grid with arrows between them, so the player keeps a sense of the path and the next reward stays highlighted in gold.

Compact grid view with purchase confirmation
05Visual direction

A bright hero over a calm, dark ladder.

A mascot, a night skyline and a warm gold accent carry the hero, while the ladder itself stays quiet and dark so rewards and actions get all the contrast. Every illustrated reward, gift, bag, chest and coins, shares one lighting style.

Hero art direction: mascot, skyline and reward set