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Lazar Gošić
Download CVlazar22.gosic@gmail.com

Belgrade, Serbia

All case studies
Case studyYettel

Y.app Gamification

Raise Y.app adoption from 57% to 75% of customers in 12 months.

Role
Case competition
Period
Case competition
Stage
Modeled
Type
Telco app engagement

57→75%

Adoption target

The problem

Y.app had strong utility but weak habit formation. Users had no reason to open it beyond occasional needs, missed new features, and saw rewards as low-value.

What I designed

  1. 01Y Points: one loyalty currency earned through on-time bill payment, referrals and using key app features.
  2. 02Daily engagement loops: login rewards and a music quiz where faster correct answers earn more points.
  3. 03Yettel Pass: a paid pass whose completion earns enough points for the next one.
  4. 04A phased roadmap from spec to launch, with reliability fixes planned alongside.

Outcome and KPIs

57→75%Adoption target
  • Modeled growth from ~1.5M to ~1.95M monthly active users.
  • KPIs: MAU share, DAU/MAU, points earn and burn, pass conversion, with login success and crash rate as guardrails.

Stack and methods

GamificationLoyalty systemsBehavioral designRoadmapping