← All work
2026Feb 2026 to now
Case study 02 · Freelance · B2B web app

Achiever: turning sales targets into a game teams want to play.

A gamified incentive platform. Managers launch short campaigns to push specific sales goals, employees earn points and rewards on top of their salary, and everyone can see where they stand. I'm the only designer on the team, and developers are building Phase 1 now.

Phase 1 in development Try the live prototype
achiever · Campaign Hub
My role
Sole product designer: flows, features, UI, design system, and a coded HTML/CSS prototype for handoff
Team
A project manager, 3 developers, and me
Timeline
Feb 2026 to now
Phase 1, ongoing
Context
Freelance, for a founder starting a company around the idea
The 60-second version

At a glance

Problem

Companies run short incentive campaigns to sell specific products, but approvals are slow and unclear. Managers struggle to review submissions, and employees can't see their progress, rank or rewards.

What I did

  • Took the founder's idea, via the PM, and designed everything after it
  • Mapped the admin and employee workflows, then designed flows, features and UI
  • Built a design system and a coded HTML/CSS prototype for the developers

Outcome

  • Phase 1 is being built by 3 developers from my designs
  • One side drawer handles every review, so admins never jump between pages
  • A reusable component library across 7 admin modules
01 · The challenge

Incentives only work when people can see them.

Short-term incentive campaigns are a common way to drive sales of a specific product: "sell 10 Galaxy phones this week, earn 100 points." Employees take part to earn rewards on top of their salary. In practice, the approval and tracking process feels unclear, slow and inconsistent.

Existing systems focus on data entry. They don't create engagement, and they don't make the admin's job faster. The challenge was to design one platform that motivates employees and gives managers fast, structured control.

How might we
…link every employee's effort to a visible result and reward, while letting managers review and run campaigns in minutes, not hours?
02 · Who it's for

Two users who want opposite things from the same screen.

The PM brought the founder's idea. Before designing, I mapped who touches the system and what each of them needs. These two roles come from the brief and the workflow mapping. They're working assumptions, not interview findings, and testing them with real users is part of the next phase.

Admin · Manager

Wants speed and control.

Does: creates campaigns, sets points and dates, reviews proof of sales, approves or rejects, manages rewards and users.

Pain today: reviewing submissions one page at a time, with no single view of how a campaign is performing.

Needs: dense, scannable information and the fewest clicks per decision.

Employee · Sales

Wants clarity and motivation.

Does: joins campaigns, submits proof, tracks points, checks the leaderboard, redeems rewards.

Pain today: no idea whether a submission was approved, where they rank, or what they've earned.

Needs: progress they can see, and a reason to come back. (Their side is the next phase.)

03 · Workflow mapping

I mapped the whole campaign lifecycle first.

01

Create

The admin sets the goal, points, dates, team and proof rules.

02

Join & sell

Employees join and submit proof of each sale.

03

Review

The admin approves or rejects in one drawer.

04

Rank

Points update the leaderboard for everyone.

05

Reward

Employees redeem points for real rewards.

The friction clustered in three places.

Reviewing submissions, managing campaigns, and seeing the leaderboard. Each became a core module, and each got the same pattern: summary widgets at the top, the work in the middle, and details in a drawer.

Campaign flow: create, view active campaigns, open a campaign's activity, extend or end it, with confirmation dialogs
The campaign flow in Figma: create, view, open activity, extend or end, with the confirmation steps.
Users flow: empty state, add user dialogs, user list, user detail drawer
The users flow, from the empty state to adding people and opening a profile in the drawer.
04 · Design decisions

Built for speed on one side, motivation on the other.

ApprovalsOne side drawer for every review.

Opening a campaign, a submission or a user slides in a drawer instead of loading a new page. Admins keep their place in the list and never have to jump between pages. It was also easier for the developers: one pattern, built once and reused everywhere.

StructureTwo interfaces, two moods.

The admin dashboard is dense, structured and fast. The employee side is gamified, with points, ranks and rewards. Same data, but presented for a different job.

CreationA live preview while you build a campaign.

As the admin fills in a campaign or reward, the card updates beside the form, the way employees will see it. Mistakes show up before publishing, not after.

ScanningSummary widgets on every page.

Every module opens with the same row of metrics: total, active, pending, completion. Admins learn the layout once and read any page in seconds, which keeps cognitive load low.

Visual languageBlue for structure, orange for achievement.

Blue carries navigation, data and actions. Orange is saved for points and highlights, so the eye goes straight to what was earned.

Try it

Be the admin: clear the approval queue.

This is the core loop of the admin side, simplified: review a submission, approve or reject it, and watch the leaderboard react. Demo data.

05 · The dashboard

A tour of the admin side.

achiever
Campaign Hub 01 · Campaign Hub

Every campaign at a glance.

Totals, active campaigns, completion rate and what's coming up. Below them are campaign cards with points, participants, a progress bar and time left.

Campaign drawer with activity 02 · Campaign drawer

Open a campaign without leaving the page.

The drawer shows the details and a live activity feed of who submitted what, with Review buttons. Extend, archive or end the campaign from the same place.

Create a campaign 03 · Create a campaign

A form with a live preview.

Title, type (daily, weekly or monthly target), points, dates, team and proof rules. Publish, save as draft, or schedule.

Approvals 04 · Approvals

Clear the queue fast.

Pending, approved today and recent actions at the top. One table with View, Reject and Approve on every row, plus filtering and sorting.

Leaderboard 05 · Leaderboard

Rankings anyone can understand.

The current leader, cards for each competitor with their rank and points, and a drawer with each person's history and insights. You can switch between card and table views.

Rewards 06 · Rewards

What the points are worth.

Gift cards, extra days off and bonuses, each with its point cost, stock, who's eligible, and its expiry.

Create a reward 07 · Create a reward

The same pattern, so it's learned once.

The same layout as creating a campaign: a form on the left, a live preview on the right, and the same three buttons. Once you've made one, you know how to make the other.

06 · Design system

One system for web now, mobile next.

I built the components before scaling the screens: color guidance, Lato type with a scale for big numbers, icons, metric widgets, campaign and reward cards, buttons and labels, forms, tabs, avatars, tables, date pickers, dropdowns and notifications. Every screen in the tour above is made from these parts, which made the developers' job much faster.

Primary blue Points orange Approve Reject Ink
Achiever design system: color guidance, typography, icons, widgets, buttons, forms, tabs, avatars, layout, table, date picker, dropdown, notification
07 · Coded prototype

I handed off a working prototype, not just Figma files.

To show the developers exactly how the app should behave, I built the admin side myself in HTML and CSS: 7 linked pages with the real layout, drawers and states. It became part of the handoff, so there was much less guessing about spacing, hierarchy or interactions.

This is that prototype, running live below. Click around: the navigation, tabs and cards work.

achiever · live prototype
Open full screen Built for desktop. Demo data, with names changed.
08 · Team & status

Working with a PM and three developers.

The PM brought the founder's idea and the problem. I owned everything from there: flows, features, UI, the design system and the prototype. Most feedback came from inside the team, from the PM and developers, and it often shaped decisions toward patterns that were faster to build, like the single drawer.

Status: the developers are building Phase 1 now. I'm still designing, and the employee side is next.

Achiever Campaign Hub on a laptop
Achiever dashboard on an iPad
09 · Reflection

What I learned, and what's next.

What I learned

  • Design for the people who build it, too. Choosing one reusable drawer helped admins and developers at the same time.
  • Handoff is a design problem. A coded prototype answered questions that a static Figma file kept raising.
  • Patterns compound. Once creating a campaign worked, creating a reward needed almost no new decisions.

What's next

  • Design the employee side: the mobile experience with campaigns, points and rewards.
  • Test the two roles with real managers and sales staff once Phase 1 is live.
  • Measure what matters: time to review a submission, and how often employees come back.