Objective: Increase Meesho's Tier-3+ user weekly retention from 25% β 40% in 6 months by solving trust, engagement, and habit formation gaps through a gamified rewards system.
Timeline: 12-week phased rollout (Closed Beta β Tier-3 Launch β National Scale)
Problem Solved: Only 25% of Tier-3+ users returned weekly. Research revealed broken trust (66.7% quality complaints), no loyalty incentive (44.4% used app "rarely"), and strong offline competition. Users had no reason to return after the first purchase.
Solution Built: Designed Meesho Rewardsβa points-based gamification system with 4 loyalty tiers (Basic β Loyal+) that rewards purchases, reviews, and referrals. Points convert to instant discounts, creating habit loops that make Meesho feel cheaper and more valuable over time.
Tools and Approach Used: Figma and Lovable (prototyping), Google Sheets (RICE prioritization, cohort analysis), User Research (21-person survey via Google Forms), Competitor Analysis (Amazon, Flipkart, JioMart benchmarking), Perplexity Deep Research, ChatGPT, Canva for Deck Creation
Process: Conducted primary research (21 Tier-3 users) + secondary research (review mining + social platforms) β Identified 9 pain points β Prioritized solutions using RICE framework β Built full product spec with user flows, growth loops, OKRs, and phased GTM strategy β Prototyped high-fidelity rewards dashboard with Lovable.
Key Features:
Earn points for purchases, reviews, referrals (credited after return window to prevent abuse)
4-tier loyalty system (Bronze/Silver/Gold/Loyal+) with escalating benefits
Points auto-apply as discounts at checkout (instant value perception) (Option to deselect reward points as well)
Streak-based engagement + expiry nudges for re-activation
Rewards dashboard showing points balance, tier progress, vouchers, and transaction history
16 Dec 2025
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