Back to all projects返回全部项目
JD 11.11 Interactive Game · UX Case Study
JD.com · 11.11 · 2016

Interactive
Red Packet Game
双十一
社交闯关红包

Turn campaign rewards into a progression loop people want to continue and share把活动优惠转化为用户愿意继续、也愿意分享的闯关闭环

Role · UX design角色 · UX 设计Scope · Gamification & growth范围 · 游戏化与增长Collaboration · Visual design协作 · 视觉设计
JD 11.11 red packet game shown on mobile devices
Project overview

A coupon can start a visit. A game loop can earn the next one.优惠券能带来一次访问,游戏闭环才能争取下一次参与

For JD's 11.11 campaign, the experience combined red-envelope rewards with level progression and social assistance. The design had to reward users early, increase challenge without causing confusion and make sharing feel like a meaningful step rather than a detached acquisition mechanic.在京东双十一活动中,体验把红包优惠、闯关成长与好友助力连接在一起。设计既要在早期给予正反馈,也要逐步提升挑战,还要让分享成为有意义的进程,而不是割裂的拉新机制。

CompanyJD.com
TimeNov 20162016 年 11 月
RoleUX designer; partnered with visual designers on final presentationUX 设计;与视觉设计师共同完成最终呈现
ResultNearly 8 million cumulative participants reported in campaign data活动数据记录累计参与人数接近 800 万
≈8MCumulative participants reported across the campaign活动累计参与人数
2.2MOff-site participants brought into the experience由站外进入活动的参与用户
≈1MNew users reported in the campaign retrospective活动复盘记录的新用户参与量
Design question设计命题

How might reward, difficulty and social help form one coherent loop that supports both campaign engagement and user acquisition?如何让奖励、难度与好友助力形成同一个完整闭环,同时服务活动参与和拉新目标?

01 · Positioning

Balance value, play and technical reality在优惠价值、游戏趣味与技术现实之间找平衡

The concept was selected after comparing common red-envelope mechanics. A social, level-based format best connected business goals with a reason for users to return and invite friends.对多种红包玩法进行比较后,团队选择“社交 + 闯关”的双重结构,因为它最能把业务目标与用户回访、邀请好友的理由连接起来。

01

User value用户价值

Immediate rewards and visible progress make participation worthwhile.即时奖励与可见进度让参与有明确回报。

02

Business value业务价值

Return visits and social invitations expand campaign reach.回访与社交邀请扩大活动触达。

03

Feasible rules可实现规则

A limited number of levels, states and reward rules keeps delivery manageable.控制关卡、状态与奖励规则数量,让交付可控。

JD 11.11 game requirement analysis
Requirement frame需求定位Align user, business and technical constraints.对齐用户、业务与技术约束。
JD 11.11 red packet game mechanic comparison
Mechanic selection玩法选择Combine social red packets with level progression.将社交红包与闯关成长组合起来。
02 · Game loop

Design one loop across progress, reward and sharing围绕进度、奖励与分享设计一条完整循环

The journey revealed the emotional low point before the social gate. That made timing critical: users needed enough earned value to justify asking friends for help, while the final reward had to feel proportional to the effort.用户旅程揭示了社交门槛前的情绪低点,因此时机至关重要:用户必须先积累足够价值,才愿意请求好友助力;最终奖励也必须与投入相匹配。

01

Enter进入

Clear campaign entry and low-friction first action.入口清晰,第一步足够轻量。

02

Progress闯关

Early reward followed by a visible rise in challenge.先给早期奖励,再逐步提升挑战。

03

Invite助力

Friends become part of the route to the final packet.好友助力成为通向最终红包的路径。

04

Claim领取

A clear reward state completes the loop and supports return.清晰的奖励状态完成闭环并支持回访。

The third level carried the acquisition job第三关承担了拉新的关键任务

Users could progress independently through the early levels. Social assistance entered only after value and momentum had been established, reducing the chance that sharing felt like an arbitrary gate.用户可独立完成前期关卡,建立价值感与进度后才进入好友助力,降低分享被理解为强制门槛的风险。

  • Reward奖励Start with a tangible coupon to signal value.先用可感知优惠建立价值。
  • Difficulty难度Increase challenge without hiding interaction rules.逐步提升挑战,但不隐藏交互规则。
  • Social社交Use help as progress, not as a detached share task.让助力成为进度,而不是额外分享任务。
JD 11.11 game journey across three levels and final reward
Journey map用户旅程Locate emotional drops before finalizing rules and rewards.在确定规则与奖励前定位情绪低点。
03 · Interaction

Design the happy path and every way it can break不仅设计顺利路径,也设计每一种可能中断的状态

Logged-in and off-site users entered through different routes. The flow covered login, new-user states, level completion, friend invitations, assistance success, reward availability and failure conditions before visual production.站内登录用户与站外用户的进入路径不同。交互稿在视觉制作前覆盖登录、新用户、关卡完成、邀请好友、助力成功、奖励可领与失败等状态。

JD 11.11 game end-to-end interaction flow and edge cases
End-to-end states端到端状态One map connects station entry, off-site sharing, progress and reward states.一张图连接站内入口、站外分享、闯关进度与奖励状态。
Final JD 11.11 red packet game screens
Final experience最终体验Progression, social assistance and reward in the released visual language.用最终视觉语言呈现闯关、助力与奖励。
JD 11.11 game simplified flow
Flow review流程复核Keep rules legible before polishing the campaign surface.在视觉打磨前保持规则清晰可读。
04 · Live learning

The scale worked. The final level did not.活动规模成立了,最后一关却没有

Metrics were defined before launch so the campaign could be evaluated by level, user source and acquisition contribution. The retrospective showed strong reach and off-site participation, but also severe loss at the final level.上线前定义了按关卡、用户来源与拉新贡献评估的指标。复盘显示活动触达与站外参与表现突出,但最后一关出现严重流失。

JD 11.11 game level participation and user source analysis
Campaign data活动数据Participation dropped sharply at the third level.第三关参与量出现明显下跌。
JD 11.11 game retrospective with strengths, problems and improvements
Design retrospective设计复盘Keep the reach, rebalance difficulty and increase final reward value.保留触达优势,重新平衡难度并提高终关奖励价值。
Keep

Social reach社交触达

Off-site participation proved the share loop could extend campaign reach.站外参与证明分享闭环能扩展活动触达。

Fix

Final-level loss终关流失

Difficulty and coupon value were out of balance at the point of highest effort.在用户投入最高时,难度与优惠价值失衡。

Next

Earlier calibration提前校准

Model level conversion and reward value before campaign scale makes changes expensive.在活动放量前预估关卡转化与奖励价值。

A growth loop is only healthy when the next action feels worth the effort users have already invested.只有下一步值得用户已经付出的努力,增长闭环才是健康的。

The campaign demonstrated that social mechanics can create reach, but reach alone cannot compensate for an unfair difficulty-to-reward ratio. The most important learning came from the level that failed.活动证明社交机制可以带来触达,但触达无法弥补难度与奖励的不公平比例。最重要的设计学习,恰恰来自失败的那一关。