Graveyard

Creating a distruptive, gamified social engagement platform for Gui Inu, the biggest memecoin on Aptos.

Role

UX Designer, Illustrator

Project Length

3 weeks, 6 days (2024)

Solution Type

Figma, Adobe Illustrator, Procreate

Solution Type

Telegram Bot

Result

Hi-Fi UI Design, Design System, Research Insights, Illustration

Implementation

The Overview

Gui Inu coin, (which I handled the entire branding for by the way), made waves on Aptos, becoming the top community token with over 50,000 holders, 390,000 on-chain transactions, and a whopping $23 million+ in aggregated volume. But the team wasn’t about to rest on their laurels.

That’s where Graveyard comes in; the GUI INU Social Engagement App. It’s a game-changer in the web3 scene, combining an AI meme creator with robust Twitter integration. The aim is to keep the GUI INU community engaged and entertained through a highly interactive and gamified experience, fostering continuous participation and a sense of achievement.

This platform is a breath of fresh air in the web3 world, with Graveyard offering a unique approach that sets it apart from any web3 social engagement app out there, which in itself, is a new type of way to offer buzz in the web3 scene.

The Problem

With Graveyard, we’ve got four key features to tackle to make this platform truly disruptive:

  • Seamless Integration with Twitter: Sharing your content and achievements on Twitter should be a breeze, making the whole experience even more exciting within the community.
  • Immersive Gamification: Badges, streaks, and points: Everything users need for an addictive, game-like experience. Also, making sure the UI prominently displays users’ earned badges, streak counts, and point tallies, so they’re always aware of their achievements.
  • Engagement-Driven Design: Every part of the app will encourage user interaction, keeping users engaged and motivated to create and share content.
  • AI Meme Creator: A user-friendly tool for creating GUI INU-themed memes, complete with gamification elements like earning points for creations.

And as for where the platform will live, well, it’s a web3 platform, so some research is to be done on the best fit; whether it’s a mobile app, a web app, or something else entirely.

The Design Process

During preliminary research, I discovered something pretty fascinating: Turns out, Telegram has been beefing up its features lately and moving toward becoming a more web3-friendly platform. I mean, they’ve even got a wallet built right in now, among other cool functions that could be super useful for web3 projects and users alike.

So, we had a lightbulb moment: Why not build Graveyard right inside Telegram as a bot? After all, web3 users are already glued to Telegram, so using the platform for Graveyard would be a natural fit. No need to twist anyone’s arm to download a whole new app or visit a separate website.

The design process for Graveyard was a bit unconventional. I decided to dive right into designing by focusing solely on the six features we needed to tackle, side by side. I felt like this approach worked well for the project because of the need for speed and the vibe we were going for.

I mapped out the main sections of the app and how they’d fit together, and then I jumped straight into wireframing.

Seamless integration with X (formerly Twitter)

Integrating with X was fairly simple. When it comes to app integrations, the golden rule is to keep the user flow as short and frustration-free as possible. This was especially crucial for graveyard because accessing the application required connecting your X account. The idea behind this was to generate hype around X and ensure users connected their accounts.

The user flow was pretty straightforward: just one button click to authorize the connection on X, followed by another button to enter Graveyard. That’s a total of three steps. We could have made it even smoother by skipping the “enter Graveyard” prompt altogether and just redirecting users to the Graveyard homepage after they authorized connecting their X account. Definitely something we’ll tweak in the next update.

Gamified and Engagement-Driven Design

When it came to gamifying Graveyard, we had to tackle a few key questions:

  1. How do we keep users coming back every day?

Streaks became our go-to solution for this. We came up with two types: Daily Login Streak and Meme Shares Streak. The daily login streak shows how consistent you are in logging into Graveyard, while the meme shares streak tracks how often you’re spreading memes on X.

2. What kind of ‘game’ should users be playing?

We toyed with various game concepts, including a certain “whac-an-unded” concept that i can’t show here because it might actually be used in the future. But ultimately, we decided to make engagement on X itself the game. We created Daily Tasks, Quests, and Trending Quests. Daily tasks keep you earning rewards and feeling accomplished, while quests offer extra challenges and rewards for completing sets of tasks within a specific timeframe. Trending quests? They’re the big leagues, offering hefty rewards for taking on exciting challenges.

3. How do we make users feel accomplished, track their interactions, and reward them?

Badges, Leaderboard, Leagues, Seasons, Trophies, and Ded Gems were our answers. Badges are like trophies of achievement, unlocking as you hit milestones. Trophies and Ded Gems are your rewards for completing tasks, with Ded Gems being a special currency for in-app games. The leaderboard and leagues show off your engagement and progress within the community, resetting every season for fresh competition.

There’s talk of adding an actual game inside Graveyard for the next version.

AI Meme Creator

The AI meme creator is all designed and ready to be implemented, but lips are sealed until it’s officially unveiled in the next iteration. Would write about the inside scoop on the design process once it’s up and running.

The Future​

The next step for Graveyard is gearing up for the next iteration. While the solution’s out there in the wild and getting some traction, the current features are still pretty much MVP status. Think of it as more of a soft launch. There’s definitely some tweaking to do to get things running smoothly. But hey, we’re diving into the second iteration as we speak, and I gotta say, the team and I are pretty stoked about it!

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