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Tradersclub · Gamification Case Study

Making It Safe to Ask, Worth It to Answer

A gamification redesign for a Brazilian trading community where expertise had quietly become a barrier to belonging.

+250Questions answered
+100Beginners participating
41Users in TC Evolution
11xEngagement gap
TradersClub Q&A area redesign on a laptop
quick_reference_all Overview
About Tradersclub

A community built on real trades and recognized names

TradersClub (TC) is a community for Brazilian traders. Members post their own trades, follow market news, and take courses from well-known traders. That content, real trades and real reasoning, is some of the platform's best material.

Belonging and empowering our users were the brand. TC didn't sell content, it sold a place to participate with the best.

RoleProduct Designer (Mid-level)
FocusEnd-to-End UX&UI, Behavioral Research, Recognition System, Community Design
CollaboratorsProduct Manager, Business, CX, Content Managers, Design Systems, Legal, and Engineering
Timeline2 months | Q2 2021
The Challenge

A turning problem on the surface

TC came to us with a simple brief: build gamification to improve engagement and retention. At that point, that's all we knew. The platform already had a seniority ring, badges, and rankings in place, so this looked like a turning problem, not a structural one.

My role

Independent discovery, cross-functional execution

I led discovery and design independently, from the first interview to final handoff. I worked alongside a Product Manager, Engineering, and CX.

What mattered most wasn't the screens. It was three judgment calls:

  • testing the core assumption with real data before designing anything;
  • pushing back on the brief once research proved it wrong;
  • and cutting scope on purpose when technical debt threatened the timeline.

The work also went beyond this project. It landed well enough that stakeholders later asked me to bring the same thinking to four other squads. (more on that below)

Research documents produced during discovery
quick_reference_all Research

Looking for the real problem

The brief assumed we knew what was broken. I didn't want to design on that assumption. Gamification only works when you understand the motivations and fears of the user, so I ran 5 research methods in parallel: desk research, surveys, netnography, and interviews to understand the users and a desk research to analyze the current TC gamification strategy. Each one peeled back a layer.

1. The Brazilian investor (Desk Research)

Desk research across published studies of the Brazilian retail investor
(Yubb, B3 2020, ValorInveste, Xpeed, Schroders Global Investor Study 2020, among others).

Why people start

Influence of friends and influencers, the desire to learn how to invest, improving their quality of life, having money saved up.

Why people stay away

The thought that "investing is only for the rich," not wanting to face their own financial history, believing they don't have enough money, difficult language, insecurity and lack of knowledge, the feeling that they won't make it.

Why people keep going

Sharing what they've learned, sharing wins and plans, seeing their knowledge progress, hitting goals and watching their money grow.

Behavior gap between profiles

Investors who see themselves as "experts" prefer to look for information at banks or with independent advisors (48%), followed by wealth managers (35%) and insurance companies (34%). At the other end, self-declared "beginners" are more likely to follow friends' advice (36%) or do the research on their own (31%).

People start investing because of other people. They quit because of how investing makes them feel.

2. TC's users (Survey)

Career Anchor Test

A test mapping the user's professional growth motivations. The following stood out:

being in control of their own destiny
more choice and decision-making power
wanting to test their knowledge and skills

Player Type Test

Study of user behavior on gamified platforms. We found that users engage with mechanics of:

Socialization
Teamwork
Belonging

Career Anchor Test analysis

Highlights: Autonomy, Independence, and Technical-Functional Anchors

Player type test analysis

Regarding our users' interest as players, the distribution is fairly uniform with a slight emphasis on SOCIAL.

3. The community (Netnography)

Community chat threads

5 out of every 6 questions ended in silence.

I manually studied user behavior across TC's communities: every chat channel plus TradeIdeas (like twitter to post trade ideas), over one month of activity. Three patterns emerged:

The silence

5 out of 6 users who ask a question in the chat channels or in Ideas comments get no answer, not even from contributors (users who were contacted by TC to create posts).

Low collaboration, even among the advanced

In the most conversational channels, 1 in every 2 users asking for help or for company suggestions gets no reply.

What engages is complete content

The posts that perform best explain their reasoning from basic to advanced, and their authors answer the comments.

4. The product (Interviews + Audit)

Every existing mechanic rewarded status, not effort. The seniority ring: passive. The ranking: tied to likes, dominated by TC's own partners. Badges: confusing, tied to payment. And beginners told us the cost: "I don't feel ready to post." "I tried once, and the post was banned."

verified Interviews (n=9)

I interviewed 9 (4 beginners, 5 experienced) users:
75% of beginners and 40% of experienced users reported the same pains:

"I don't feel ready to post an Idea."

"I posted a question in Ideas as soon as I joined, and CX redirected me to the channels."

"I regret not posting my Ideas and then watching them play out right."

"I tried to post once, and the post was banned. The explanation was that it didn't give the community information enough."

"In the beginning I was confused about the best practices for posting. Had to ask a contributor"

Beginners weren't uninterested. They were afraid of getting it wrong in public.

leaderboard Audit

Every mechanic rewarded who the user already was. None rewarded what they did for the community.

Yu-Kai Chou framework mapping

Using the Yu-Kai Chou framework, I mapped every gamification mechanic on the platform. The problem wasn't lack of gamification. It was excess of it, pointed at the wrong things.

Seniority ring

Seniority ring. Fully passive. The user does nothing to earn it, and it exists to inform others, not to reward the member wearing it.

TradeIdeas ranking

TradeIdeas ranking. Tied only to likes. Perceived as unfair: TC's own partners were always on top.

Badges

Badges. Criteria mix what you pay with jobs held at TC. None of it represents effort.

The Real Problem

TC sold membership in a club, but it worked like a one-way content channel:
a handful of known traders created nearly everything, and the gamification rewarded their visibility. Beginners' only role was watching from the sidelines, afraid of getting it wrong in public.

sentiment_satisfied
User problem

The fear wasn't about money. It was about being judged by people who knew more.

category
Business problem

No path from student to member, in a product that sells belonging.

lightbulb_2 Ideation

The TC gamification strategy

The research became four principles. Every mechanic we designed had to pass through them.

sentiment_satisfied

Many paths, same goal

Empower creativity and personal strategy: the system always offers more than one way to reach the same result.

sentiment_satisfied

Community at the center

Every engagement mechanic revolves around the community, privileging the users who show up for others.

sentiment_satisfied

Unlock Milestones

The journey has marks. Reaching them unlocks new and better abilities, not just points.

sentiment_satisfied

Boosters

Elements that, once earned, make climbing to the next levels easier.

Gamification strategy board
How Might We

How might we form a community that learns together, made by those who ask good questions and those who give good answers?

Ideação - gamificação ideas board

Mapping the review journey

Guided by these principles, I created a seamless user flow for Trades Ideas

  • Unlock Milestones, not leaderboards. Mastery over rank.
  • A safe Q&A Area. Asking is the first rewarded step.
  • EXP for teaching. Quality answers earn progression.
  • Instant feedback. "+5 EXP" at the moment of action.
group Validating the idea

The email that killed our original direction

Before designing anything, I put the core assumption at risk: is belonging the real reward? A segmented email invited users to become community references.

Success criterion set upfront: TC's campaigns averaged 0.5% clicks; 1% would confirm the direction

The analysis

We explored how to merge the Reviewer Profile and Sampling Program into one cohesive experience.

Active users clicked at 11× the rate of inactive ones. Small samples, directional read. But unambiguous: a system built to "reactivate" dormant users would target the wrong audience. The opportunity was deepening the engagement of who was already inside.

TC EXP campaign Email test metrics
TC Evolution email experience screens

The MLP

While the code waited, we ran the system by hand

We launched TC Evolution, we rebranded the email experience as a minimum lovable product: the entire recognition system operated manually. I updated every participant's score by hand, every day.

MLP Results in two weeks:

41Members joined
250+Questions answered
100+Beginners asking questions
thumb_up Product design

Usability testing

We prototyped the Q&A Area: a space where beginners ask their questions about the market, and contributors and experienced users answer them, advancing their own career plan inside TC.

We tested with 3 users: 2 experienced, 1 beginner. All of them struggled during the usability test.

Usability testing blueprint

Changes needed

Users didn't notice the design changes we made or the Q&A area we added, even with the banner announcing the new experience.

So we made the following improvements:

  • Banner repositioning: giving more visibility to the new experience
  • Onboarding for the new experience: so every user entering the tool would be impacted
  • Improved feedback: so users could better understand the gamification mechanics

Then we ran usability tests again and the issues found in the first version were resolved.

Banner reposition Onboarding
Better feedbacks
Shipping problems

The part that mattered most, first.

Full implementation hit technical debt. Instead of waiting, we shipped incrementally: a clearer posting modal separating "publishing a question" from "sharing trade rationale," reducing beginner posts that got flagged or banned.

Final screens overview
New posting modal separating question from trade rationale
The user behavior changed after the MLP

We weren't able to fully implement it, but we already noticed a change in user behavior, especially among the more advanced users, as the MLP showed them it could be a way to stand out within the company and become a TC coordinator.

group Beyond Trades Ideas

The brief that showed up after the first one shipped

The redesign landed well enough that stakeholders asked me to review gamification across the platform: ideation with four other squads (Academy, Tournaments, Channels, Station), all built on the same research. It wasn't part of the original brief. It became the next one.

Discovery boards for Academy, Tournaments, Channels and Station

What I'd do differently

Instrument before shipping

Retention and engagement tracking was never set up for the incremental releases. Today, analytics events go live before the feature does.

Define "it worked" upfront

The email test validated the direction, but I never set a success baseline for the Q&A Area. That definition belongs to day one, with PM and data.

Map technical debt earlier

The debt surfaced mid-project and forced the scope cut. Mapping it in discovery would have made the incremental plan a choice, not a reaction.

What I learned from this project

recenter

Existing gamification can be the problem

Live rankings and badges aren't proof it works. They can reward the wrong behavior while looking like progress.

handshake

Belonging is the real reward

Status within the group, not points, moved users. We proved it before building anything.

compare_arrows

Inactive is not the same as disengaged

Re-engagement chases dormant users by default. The ones most ready to grow were already inside.

alt_route

Cutting scope is a strategic call

A smaller real piece shipped taught more than waiting for the full system to unblock.

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