Let’s create

01Case study / Product

PikMe

Content creation as a skill-based game, built for the user our research actually found: the passionate amateur, not the pro.

Role
Head of Product & Game Strategist
Year
2024
Status
Launched live
Services
Product Design, UX/UI Design, Business Strategy, Branding, Game Strategy, Economy Design, Game UX, Mobile App Design, Web Design
Value
Designing the Game of Content
Three PikMe phone screens lying on dark sand: vote, compete and leaderboard
01

Introduction

PikMe turns content creation and consumption into a competitive, skill-based game.

The goal: let everyday creators earn from their work instantly, without needing followers, algorithms, or influence. As Head of Product and Game Strategist, I led PikMe from early ideation to beta: user research, system design, the game and its economy, and 3 major rounds of testing.

In 8 months, we built a category-defining product at the intersection of gaming, creator tools, and social media, where creators earn by being good, not by being known. And it launched live.

02

My Role

As Head of Product & Game Strategist, I:

  • Vision & strategyDefined the product vision and the game strategy behind it.
  • RoadmapBuilt the feature sets and prioritized the roadmap.
  • ResearchDirected UX research and usability testing.
  • Economy designDesigned the referral and monetization mechanics: free entries for referrals, entry fees, prize pools, payouts, and voter rewards.
  • Design systemDesigned and maintained the Figma design system.
  • UI/UXLed end-to-end UI/UX design, through to clickable prototypes.
  • CollaborationWorked closely with engineering, brand, and legal.
03

Design Process

  1. 01

    Define

    Uncovered our true user, amateur Instagram creators, through 3 rounds of research and 100 user interviews.

  2. 02

    Ideate

    Brainstormed game mechanics, referral incentives, and fair monetization models, inspired by sports betting and social games.

  3. 03

    Design

    Created a scalable, WCAG-compliant design system and the high-fidelity screens.

  4. 04

    Testing

    Ran 3 full rounds of usability testing, iterated on the key flows, validated the voting experience, and ran A/B tests.

01

Mood boarding

  • #5CFFC3
  • #ACFFFF
  • #FFC2DE
  • #FFD059
  • #3D3D3D
  • Bold
  • Vibrant
  • Youthful
  • Competition
  • Creativity
  • Confidence

The direction was bold, vibrant, and youthful, built on three words: competition, creativity, and confidence.

02

Wireframes

  1. Submit
  2. Vote
  3. Payout

Wireframes focused on the MVP’s core loop, the one every contest runs on: submit, vote, payout.

03

Scalable design system

  • Typography
  • Color
  • Iconography

Built in Figma, with tokens for typography, color, and iconography, and designed to flex as content types expanded.

04

High-fidelity design

  • WCAG contrast
  • Vote flows
  • CTAs
  • Tutorials
  • Wallet

Interactive screens built to WCAG-compliant contrast and sizing, with polished vote flows, CTAs, tutorials, and wallet interactions.

05

Prototyping

  • Investor demos
  • Usability testing

Clickable flows built in Figma and shared internally, for investor demos and usability testing.

04

The Problem

“It’s never been easier to create content, yet never been harder to monetize it.”

From a user interview
207M+
Creators competing on traditional platforms
59%
Of beginner creators have never monetized

On traditional platforms like Instagram and TikTok, creating is a popularity contest. Algorithms reward reach. Virality wins. Most beginners have never earned from their work, and many never will.

The vast majority of social platforms are biased toward things that have nothing to do with the work itself:

  • Follower count
  • Platform-savvy behavior
  • Strategic post timing
  • Paid promotion

We saw a massive opportunity to reframe that: a platform where the content is the only thing that counts.

05

The Solution

We designed a game-first approach to content. Creators enter themed contests for a small entry fee. Voters choose the winners in anonymous, head-to-head matchups. Top-voted creators earn real cash, and voters who picked the top images win rewards too, so judging well is part of the game.

  1. EnterA small entry fee puts a photo into a themed contest.
  2. VoteAnonymous, head-to-head matchups decide the ranking.
  3. WinTop creators earn cash, and the voters who backed them earn rewards.
  4. Cash outWinnings land in the wallet, ready to withdraw.

No profiles. No followers. No comment sections. Just content, skill, and community-powered results.

PikMe web wallet: a $1,000.00 balance with Add Balance and Withdraw buttons, saved payment methods and a transaction history of contest entries and winnings
On the web, every entry, win, and withdrawal sits in one wallet.
06

Understanding the Challenge

We started out assuming professional photographers (event and wildlife) would be our primary users. The research said otherwise.

100
User interviews
3
Major user testing rounds

Our core user wasn’t the pro. It was the amateur Instagram photographer: real passion, a great eye, and no easy way to monetize.

  1. Assumed

    Event photographers

    Hesitant about non-traditional monetization.

  2. Assumed

    Wildlife photographers

    Felt the stakes didn’t match their work.

  3. Core user

    Amateur Instagram creators

    Loved the fairness and clarity of a game.

That pivot shaped the product decisions that followed.

07

User Research + Discovery

Beyond interviews and usability testing, we grounded our research in the bigger conversation about where media is heading. One foundational influence was Grace Kasten’s article, The Case for a New Media Format. It helped us understand that:

“The next media format won’t be static. It will be interactive, gamified, and active.”

Grace Kasten, The Case for a New Media Format

We distilled it into three principles:

Reward function
Content must offer dynamic outcomes: votes, wins, and feedback.
Predefined goals
Structured journeys help creators build intentional content.
Generative experiences
Media should invite participation, not just consumption.

We embraced these ideas by building a system where every interaction (uploading, voting, winning) was part of a structured and rewarding game loop.

08

Competitive + Secondary Research

Traditional platforms like Instagram, TikTok, and Viewbug reinforced a performance hierarchy built on popularity metrics. Even the newer “creator economy” tools still required virality to see returns.

PikMeInstagramTikTok
Requires followersNoYesYes
Cash rewardsYesNoYes*
Anonymous votingYesNoNo
Skill-based winsYesNoNo
Daily challengesYesNoNo
Game mechanicsYesNoPartial
TikTok Creator Fund

Inspired by Kasten’s vision, we saw three shifts:

  • Interactive video is on the rise
  • Game design is shaping the future of content
  • Passive consumption is dying, replaced by “content-as-play”

We also noted the rise of:

  • VR and AR experiences built around world-building
  • AI tools that personalize media based on user interaction
  • Social video formats that emphasize community engagement, like TikTok duets

Removing follower systems, focusing on daily interactive challenges, and building gamified reward mechanics put PikMe right in line with this shift in how media is created, consumed, and valued.

09

User Flows + Information Architecture

We mapped every user journey, from unregistered onboarding through to wallet withdrawal:

  • Referral entry logic
  • Game entry and the voting loop
  • Alerts, contest results, and withdrawal flows

Then we built layered decision flowcharts for both app and web, keeping the logic scalable and modular.

PikMe's user flow chart on a dark background, zoomed out: screens, actions and decisions drawn as lavender squares, yellow circles and green diamonds, joined by blue, green and orange lines
Screens in squares, actions in circles, decisions in diamonds.
10

Gamification Strategy

We built the core gameplay around mechanics players already know:

  • Head-to-head matchups, like bracket voting
  • Daily contests with jackpots
  • Referral-based free entries
  • Leaderboards and ranking systems
  • Tutorials and unlockable challenges

Play, win, share.

The loop every interaction reinforces
PikMe web contest page for Snacks with a $2 prize: a head-to-head entry waiting for a friend at 1/2, an invite link, and a photo of cookies
Inviting a friend to a head-to-head on the web, with the prize already on the line.
11

Usability Testing + Iteration

Across 3 major test rounds, we refined:

  • Language, from “submit” to “compete”
  • Flow clarity, with more progress indicators
  • Tutorials, with first-time voting simplified
  • Game feedback, with real-time animations for votes

We made accessibility a priority:

  • Designed for one-handed mobile use
  • WCAG color contrast compliance
  • Readable fonts, and alt text for future expansion
The vote screen
  1. PikMe vote screen, round 1: a level bar, then tabs for Vote, Compete and My entries at the top, above a Breakfast contest card with a Vote Now button

    Round 1Key findings

    1. Top navigation

    Users struggled to reach the navigation bars at the top of the screen: they sat outside the thumb zone.

  2. PikMe vote screen, round 2: a New feature coming soon banner, the Vote, Compete and My entries tabs, and a Landscapes contest card

    Round 2Key findings

    1. Top navigation
    2. Category card

    The thumb-zone problem persisted in the top navigation, and users began to find the category cards unclear.

  3. PikMe vote screen, round 3: alerts beside settings at the top, Vote, Compete and Track tabs, a Shot with Mobile contest card with a short description, and a bottom bar with Dashboard and Wallet

    Round 3Final solutions

    1. Top navigation
    2. Card context
    3. Bottom nav labels
    4. Alerts by settings

    A redesigned top navigation improved thumb reach. We added context to the category cards, gave the bottom nav clearer labels, and moved alerts next to settings.

The submit screen
  1. PikMe submit screen, round 1: a Romantic Castles contest with its rules listed in full above the entry photo, and a Next button

    Round 1Key findings

    1. Rules up front

    Users valued seeing the rules up front, but spent more time than expected reading them and worrying about whether their photo was eligible.

  2. PikMe submit screen, round 2: a Wildlife contest with its rules behind a Rules button, a line reading Available entries to use 3/3, and an empty upload box

    Round 2Key findings

    1. Rules dropdown
    2. Entry limits

    Moving the rules into a dropdown with clearer entry limits landed well, but users weren’t sure where to find the payout details or the entry cost.

  3. PikMe submit screen, round 3: a Snack Time contest with a $5 entry tag, Rules & Guidelines and Payout Details as rows that open, the entries left, and an upload box

    Round 3Final solutions

    1. Payout details
    2. Entry cost
    3. Photo guidance

    We added the payout details and entry costs, along with clearer guidance on what makes a strong photo submission.

12

A/B Testing + Ongoing Optimization

We A/B tested the language at three key moments:

Theme naming
Literal vs. abstract
CTA phrasing
“Play Now” vs. “Join the Contest”
Wallet triggers
“Instant Cash” vs. “Claim Your Winnings”

From there, ongoing optimization focused on two things: increasing time spent voting and improving referral conversion.

13

Learnings

  1. 01

    Fair, follower-less systems are deeply appealing to emerging creators.

  2. 02

    Game loops must be emotionally and financially motivating to drive return play.

  3. 03

    Gamified content unlocks new monetization models.

14

Conclusion

PikMe redefined how creators monetize by turning content into a skill-based game. As Head of Product and Game Strategist, I led it from discovery to beta: pivoting our user focus to amateur creators, designing the economy, building a scalable design system, and embedding gamification into every interaction.

The result: a product that launched live, and a new category we coined, Gamified Media, where creativity, not clout, wins.

Rebecca took initiative at every step, always looking for ways to improve the product and make it more engaging. Her work wasn't limited to design — she deeply understood how branding, storytelling, and gamification fit into the bigger picture and used that to shape a better user experience.
Isaac LaiferFounder, PikMe