Case Study — 02

Making 40,000
employees want
to open an app.

Golrang Industrial Group had a modern internal HR app that nobody used. Two gamification campaigns, eleven days each, and a funnel analysis in between — that's what changed the habit.

Company
Golrang Industrial Group
Timeline
Dec 2023 & May 2024
Role
Senior Product Designer & Gamification Consultant
Scope
UX Audit · Gamification Design · Funnel Analysis · Feature Design
Golrang gamification banner
01 — Context

An app that existed.
A habit that didn't.

Golrang Industrial Group is one of Iran's largest FMCG conglomerates — over 40,000 employees across 113 subsidiary companies, spread across every province of the country.

They'd built Golrang Man ("My Golrang") — a modern internal app to centralize HR operations: leave requests, payroll, administrative tasks. The problem wasn't the product. The problem was that employees kept using older systems and finding reasons not to install something new.

"You can't mandate behavioral change — but you can make the new behavior irresistible."

The team's solution: a mini-game campaign timed to the company's 21st anniversary. My job was to make sure it actually worked — as a product experience, as an engagement loop, and as a driver of sustained app adoption.

Dec 2023
Campaign 1
21st Anniversary Game
Dec 2023 – Jan 2024
Funnel Analysis
Data → Feature decisions
May 2024
Campaign 2
Worker's Day Game

02 — Strategy

The Trojan horse.
A game inside an app.

Rather than promoting Golrang Man through top-down communications, we embedded the game entry point directly inside the app. Authentication flowed through Golrang Man — to play, you had to be logged in.

This turned a passive install into an active session. A game became a reason to open the app. And a well-designed game became a reason to come back.

The Entry Point

Discovery inside Golrang Man

The game banner lived in the app's home screen — making it impossible to miss for anyone who opened Golrang Man. I redesigned the in-app entry flow after a heuristic evaluation identified that the original placement had low visibility and an unclear CTA hierarchy.

The Mechanic

Compete individually. Win as a company.

Two leaderboards ran in parallel: a personal ranking showing individual score and position, and a company-level leaderboard aggregating all employees per subsidiary. Teams competed against each other — creating inter-company rivalry that drove internal word-of-mouth across the group.

Runner game screen
Anniversary Game
Dashboard UI
Worker's Day Game

03 — Gamification Design

Three core drives.
One engagement loop.

I applied the Octalysis Framework to structure the campaign's engagement mechanics — mapping each feature to a specific motivational driver rather than adding game elements intuitively.


04 — Campaign 1 Results

10,394 players.
113 companies.
One app.

The first campaign ran across Golrang's entire network — employees from every subsidiary, every province. The numbers validated the strategic bet: making the game the reason to open Golrang Man worked.

10,394
Participating employees
517K
Total games played
113
Subsidiary companies represented
13,955
Unique Golrang Man logins
05 — Between Campaigns

3,500 people
stopped at the door.

After Campaign 1 closed, I analyzed the behavioral data before Campaign 2 was planned. The most important finding wasn't in the success metrics — it was in the drop-off.

~3,500

Users who reached the entry point and never played

These weren't disengaged employees. They'd opened the app, navigated to the game banner, and stopped. Something in the flow dropped them before they ever played a round. This wasn't a motivation problem — it was a product problem. And it told me exactly what to build for Campaign 2.

I identified two distinct user segments in the dropout cohort, and proposed a specific feature for each:

🎲

Daily Lottery

For users with low competitive drive: a low-effort re-engagement mechanic. Enter a daily draw just by opening the app. No skill required, no pressure to compete. Just a reason to return — and a chance at meaningful prizes.

👥

Invite Friends

For the broader inactive cohort: a referral mechanism letting employees invite colleagues directly from inside the game. Social games spread through social graphs. If Campaign 1 reached 10,394 players, the ceiling was the entire workforce — but only if word spread peer-to-peer.


06 — Campaign 2 Results

Every number
moved in one direction.

Campaign 2 launched for Worker's Day — same structure, same 11-day window, but with the entry flow redesigned and both new features in place. The data-driven iteration paid off across every metric.

162.8%
Increase in total
Golrang Man logins
87.2%
DAU growth during
campaign period
~1,600
Inactive users reactivated
via Daily Lottery
2,228
Successful referrals
from Invite Friends
37%
Overall participation growth
vs. Campaign 1

The Daily Lottery reactivated approximately 1,600 of the ~3,500 inactive users identified in the funnel analysis — a ~46% reactivation rate on a cohort that had already dropped off once. Invite Friends generated 2,228 successful referrals, validating the peer-to-peer spread hypothesis.


07 — Reflection

What this project
was really about.

This project wasn't about designing a game. It was about solving an adoption problem with an unusual constraint: you can't force people to change behavior, but you can make the new behavior worth doing.

01
The funnel analysis was the real design work
The Invite Friends and Daily Lottery features didn't come from brainstorming — they came from reading dropout data carefully. 3,500 people who reached the entry point and left told me exactly what to build next.
02
Team dynamics beat individual scores
The company leaderboard was the most-discussed feature in post-campaign feedback. Competing as a team against other subsidiaries created organizational pride that individual rankings couldn't. Core Drive 5 in practice — belonging to something bigger than yourself.
03
The real KPI was never game sessions
The campaign's true north was Golrang Man logins — not plays, not leaderboard positions. Both campaigns exceeded that target significantly, and the behavioral patterns established during each campaign period contributed to sustained app usage after each campaign closed.