All work

Mobile product design · Savanta

YourVue

People trade their time for rewards, then waste it getting screened out of survey after survey. Savanta's first app fixed that, showing people only the surveys they actually qualify for. Research-led, shipped on iOS and Android.

Four YourVue app screens: sign-up, the personalised surveys list showing points and time per survey, the rewards and points balance, and the survey profile that powers the personalisation
Role
Lead Designer
Timeline
2024 to 2025, ~6 months design
Team
Lead designer (me), junior designer, developer, stakeholders
Status
Shipped to iOS and Android, built in Flutter
In short

Reward survey apps waste people's time. You trade minutes for points, then get screened out of one survey after another and earn nothing. Savanta was entering this crowded market with its first app, and the instinct was to copy the leader and move fast. I pushed for research instead, and it surfaced an advantage nobody else could match: because we owned both the panel and the survey engine, we could show people only the surveys they actually qualified for. I led the design end to end, and mentored a junior designer through her first full cycle.

01The brief

Move an existing panel into our first app

Savanta relied heavily on external panels to find people for surveys, and those costs were climbing. At the same time we ran our own web based panel, the OpinionPanel. Rather than have the two compete, the plan was to close the OpinionPanel and move its users into a new mobile app, our first B2C product, then grow the panel from there.

The direction from our main stakeholder was clear.

"We really like Qmee, let's just copy them."

Internal stakeholder

Qmee is a reward-based survey app handling up to 100,000 surveys a day. The instinct was to copy it directly and move fast.

02Stakeholder management

Copying the leader gets you to second

Copying Qmee was the quick option, and the safe-looking one. But arriving late with a copy of what someone already does well gives people no reason to switch.

So rather than push back on the plan, I built on it. A short piece of research up front would let us keep what stakeholders liked about Qmee, the parts users genuinely value, and get ahead where it and its rivals let people down. Same speed to a credible product, better odds of users moving across.

They backed it. The brief shifted from copying a competitor to learning from the whole market and beating it in the gaps.

03Research and discovery

Finding the gaps the market leaders had left open

We reviewed three direct competitors and three market leaders, assessing what each did well and where they lost people. We then ran two rounds of testing with five users from the OpinionPanel, adapting the designs between rounds.

The findings that shaped the product:

  • Personalisation was our unfair advantage. Because we own both the panel and the survey engine, we could store a user's demographics once and only ever show them surveys they actually qualify for. Most competitors can't do this, so their users waste time on surveys they get screened out of. For us it became the biggest driver of a better experience.
  • Support has to feel immediate. People trade their time for points. If something breaks and support is slow, the app quickly feels untrustworthy and they leave.
  • PayPal alone wasn't enough. A technical constraint had us launching with PayPal only. Testing showed a significant group didn't use it and wanted alternatives, Amazon, Costa and others.

Testing also answered the bigger question. We weren't reinventing anything or relying on a gimmick. The core was strong enough to compete with the market leaders on its own terms.

Competitor analysis of six survey-reward products across platform, features, strengths, weaknesses and ratings. Recurring weaknesses, being screened out mid-survey, slow support, scammy-feeling rewards and cashout friction, became YourVue's opportunities.
Six competitors assessed side by side. The gaps in what they offered became our opportunities.
04The design

What we built that the others hadn't

The differentiators came directly from the research, each one aimed at a gap the competition had left open.

  • Personalisation, powered by our own data. Save your details once and see only the surveys you qualify for. No wasted time, no being screened out halfway through. The backbone of the experience, and the thing competitors structurally couldn't match.
  • Gamification. Levels, badges and progress, based on what works elsewhere: Duolingo, Fitbit, the Octalysis framework. A reason to return beyond the cash.
  • A referral scheme. Points for inviting people who join and complete surveys, so the panel could grow itself rather than relying on paid acquisition.
  • Easier cash out. Lower payout thresholds and more ways to take the money out, directly answering the biggest frustration users had with every rival.

The workflows were the strongest part of the work. Because the research was solid, the flows were quick to design and held up cleanly when tested again with users. Every journey, sign up, personalisation, taking a survey, cashing out, referrals and gamification, was mapped end to end and validated rather than assumed. Where a theme needed deeper exploration we used crazy 8s to generate options quickly before committing to a direction.

From a hand-drawn crazy 8s sketch of the points and rewards screen to the finished, validated build showing points, credit balance and cash-out via PayPal.
Early ideation with crazy 8s, then the validated flows built into a working prototype.
The full YourVue user-flow map: colour-coded swim-lanes covering sign-up, personalisation, taking a survey, cashing out, referrals and gamification, with decision points throughout, every journey mapped end to end.
Every journey mapped end to end, sign-up, personalisation, taking a survey, cashing out, referrals and gamification, with the decision points at each step. Because the research was solid, the flows held up when tested.
05The design system

A new lite design system, and an argument for fidelity

Savanta's existing design system didn't support mobile apps, so I couldn't lean on it. Rather than treat that as a blocker, I used it as an opportunity to build a lightweight design system from scratch, enough to hold best practice and consistency, but scoped tightly so it wouldn't cost us the release date.

I also made the case to development that fidelity mattered here more than usual. An app isn't a web tool. A first impression of a clunky interface or a bug is enough for someone to delete it and never come back. The design system was how we protected that at speed.

06Mentoring

Mentoring a junior through her first design cycle

I brought a junior designer through the entire project, her first time running a full cycle end to end. The pattern throughout: see it done once, then own it, and get sharper each time.

  • Model, then hand over. I'd show a skill, but always asked how she'd approach it first. If her idea was sound, we ran with it.
  • Observe, then do. I ran the first user interview while she watched, then she ran the next with feedback straight after.
  • Coach with questions, not answers. Where does the reward money come from? How does a user track their points? Is this accessible? What happens when the content is far longer than the tidy example?
  • Push past the comfort zone. I had her present her own designs to the tech team and defend the why, not just the what.

Presenting was daunting for her early on. By the end she was walking developers through her thinking without me in the room, and took those skills into her next project with far less input from me. I picked up plenty from her, too.

A cash-out screen she designed, marked up with the coaching questions I asked rather than answered: where does the money come from, how can the user track points earned, is this accessible, what happens with much longer content. Beside it, the resolved final screen.
How I coached: questions, not answers. Her draft on the left carries the prompts I left, "where does this money come from?", "is this accessible?", "what about longer content?". The resolved screen on the right is hers.
07The result

A clean migration and a strong start

10k
users migrated, of 14k invited
~70%
transfer rate from the old panel
150k+
surveys taken in the first 6 months
4★+
rating across both app stores

We shipped on iOS and Android, built in Flutter. The first job was moving the OpinionPanel users across, and it went well: around 10,000 of the 14,000 invited made the move, a strong transfer rate and a solid base to build on.

Adoption backed up the research. Users took more than 150,000 surveys in the first six months, and the app held a rating above 4 stars across both stores. The personalisation advantage showed, and the core experience held up under real use.

YourVue shipped on both platforms: a product screen shown in an iPhone frame with its App Store rating, and another in an Android frame with its Google Play rating, both rated above four stars.
The launched app on iOS and Android, and a sample of the reviews it earned at release.
08The twist

The growth engine never shipped

To hit the deadline for closing the OpinionPanel, stakeholders made the call to launch without the growth features. The reasoning was that we were migrating an existing audience, so we didn't need gamification or referrals to bring people in yet, those would follow in a later release.

I flagged the risk. Those features were the engine: referrals to bring new people in, gamification and enough fresh surveys to bring existing ones back. Without them there was nothing to hold the audience once the novelty faded.

Then funding for the follow-up releases was withdrawn, and they never shipped. With no loop to attract new users and too little to keep the migrated ones engaged, weekly users dropped below 100, and the app was pulled.

It declined for exactly the reason I'd flagged before a single screen shipped.

The risk, realised
09Takeaways

What it reinforced

  • Competitor research matters even when the pattern is solved. A reward survey app is well-trodden ground, but the research is what let us copy the proven parts and get ahead in the gaps, rather than ship a weaker copy of what already existed.
  • You don't need a full design system to hold quality. The right components, scoped to the job, are enough to keep consistency and pace without over-building.
  • Flagging a risk isn't the same as landing it. I raised the danger of launching without the growth features and trusted they'd follow. Next time I'd design an interim step, a quicker technical win to bridge the gap, rather than shipping with none of it.