COMPASSION INTERNATIONAL

2022

Compassion’s Gamification

Redesigning the mobile app and creating additional web experiences to cultivate closer relationships between sponsors and their sponsored children using gamification elements — across all websites & mobile apps.

CLIENT

Xemelgo Software

YEAR

Jan 2025

TIMELINE

3 Months

PROJECT OVERVIEW

Conducted user research to help determine future UX strategy and direction for game-like elements that motivate people to be or stay loyal to Compassion International — across all websites and mobile apps.

My Scope:

User Research, UX Design, Ideation, User Interviews

Tools:

Figma, Userlytics, Quantum Metric, Google Analytics, Microsoft Excel

Duration:

8 Week Sprint — March 2022 to May 2022

Client:

Compassion International

My Role:

UX Design Intern II

The Team:

  • Connie Wong — UX Design Intern II

  • Lary Stucker — Director of Digital Experiences

  • Erik Carlson — Senior Manager of DX

  • Jeff Thompson — Senior UX Architect

  • Colin Sandlin — User Experience Specialist III

  • Kristen Reyes — User Experience Specialist II

The Problem — We want to increase…

Acquisition

Pre-sponsorship

Acquire potential new sponsors by showing Compassion’s impact

Engagement

Post-sponsorship

Increase letter writing between a sponsor and their sponsored child — the valley of Compassion’s success

Retention

Post-sponsorship

Longer sponsorship, more engagement, increased giving and letter writing

The goal

Conduct research and testing with prospective and current sponsors to understand what impact gamification could have in their journey to becoming a sponsor/donor and becoming a more engaged sponsor/donor. Develop a business case utilizing customer insights to inform next steps.

The OKRs

Conduct primary research with target audiences (combination of qualitative & quantitative studies) and design concept testing to gather customer insights.

The outcome

To address these problems, I designed screens within the .com experience, mobile app, and desktop app to help sponsors learn more about their sponsored children through learning dashboards, interactive maps within the onboarding process, an end-of-year review to show impact, and a letter-writing tracker.

Design approach

Stakeholder Interviews

We first interviewed the Director of Digital Experiences and Behavioral Scientists to understand human behavior and how gamification correlates to Compassion’s current features — picking their brain on what gamification design means to them.

Users need…

Safety

  • Not manipulated from social pressure to sponsor a child

  • Not creeped out by sharing personal info with their child or vice versa

First 6 Months are Vital

  • Past research shows the first 6 payments don’t start well

  • At events, people sponsor from social pressure — then later justify why they shouldn’t

Rewards Benefit the Child

Any rewards should also benefit the child — the whole reason for Compassion is to help children, not reward themselves.

Secondary Research

We completed secondary research by watching Yu-Kai Chou’s TEDx talk on gamification and reading existing articles on gamification design elements to understand how we may apply them — and to identify important questions and best practices.

We chose the HEXAD framework because it describes six user types (versus Yu-Kai Chou’s 8), making it more practical for our research. Key findings:

  • Intrinsic motivation — doing something because it is personally rewarding to you

  • Extrinsic motivation — doing something because you want to earn a reward or avoid punishment

Survey to current users

To get a general idea about the gamer-type of our current sponsors, we sent out a survey and received 94 responses from current customers. Participants were aged 25 to 54. This helped us narrow down questions — for example, people are interested in game-like elements about serious fun or self-autonomy.

Overall improvements users wanted:

  • Saving photos and letters for later — features to go back to

  • More customization when letter writing

  • Show more impact through confirmation and pictures

  • Onboarding/exit can be more fun

12 User Interviews

We conducted 12 moderated interviews through Userlytics (5 with potential sponsors, 7 with current sponsors). Questions were formed using the HEXAD framework for Gamification Design to understand the main gamer types of potential and current customers. We also conducted competitive research on game-like elements of other nonprofit websites.

Potential users — typically these gamer types

✓ Motivators

  • Stats — progress bars, data visuals, hide/reveal interactions to make numbers discoverable

  • Map — build upon “where we work” map to be more interactive and show growth of impact

✗ Non-Motivators

  • Social Proof — users didn’t care to see this unless it was specifically someone they knew

  • Animation — not enough favor to take action

  • Fundraising Leaderboard — felt it was lacking details needed to take action

Current users — typically these gamer types

✓ Motivators

  • Letter Tracker — progress bar both ways, notifications, celebratory elements, approximate days

  • Unlock Templates — gamified way to reveal template is unlocked

  • Stats — progress bars, data visuals, anniversary milestones

  • Trivia/quiz learning — daily fact cards, progress bars, daily reads, learning videos

  • Celebratory Elements

✗ Non-Motivators

Badges for Achievement — current sponsors were very humble and didn’t care about others seeing their progress; they wanted to progress for their eyes only.

Team Ideation Workshop

Based on user personas and user research, we hosted a team workshop to explore design ideas. Activities included a brain-writing exercise where each person writes ideas, then adds on to the person next to them. As a team, we took our favorite ideas and completed Crazy 8’s — sketching ideas to life to turn them into mid-high fidelity prototypes for user testing.

LoFi Prototypes — Concept Testing

7 moderated interviews with current sponsors for concept testing across 5 Lo-Fi Prototypes — observations, key insights & next steps.

Observations — Learning Dashboard

  • #1 Favorite feature — if they can learn about their child

  • Remove leaderboard

  • Test fun facts vs. a quiz/course

  • A place to see/hear how child’s name is pronounced

  • Email updates from child’s center takes sponsors here to learn more

Observations — End-of-Year Review

  • Least favorite / least likely to use

  • One page report/summary vs. video or slideshow

  • A place for this to live so users can refer back to it

Let’s connect and build something great together.

© 2026 All Rights Reserved to Connie Wong.

Let’s connect and build something great together.

© 2026 All Rights Reserved to Connie Wong.