UX Design · Joyrun · 5M+ Users

Joyrun — Gamification
& Social Running

Designed and implemented a unique gaming experience for China's leading social running app. New gamification mechanics drove user engagement and community growth for 5M+ users.

RoleUX Designer
PlatformMobile iOS & Android
MarketChina (Mandarin-first)
Users5M+ active community

Running is solitary. Social running is hard.

Joyrun had an active community of runners, but engagement dropped sharply after the initial sign-up. Users would log a few runs, then drift away. The challenge: design a gamification system that made running feel social, competitive, and rewarding — without making it feel like a game.

Problem 1
Low retention
Users completed onboarding but disappeared after 1–2 weeks without a compelling reason to return daily.
Problem 2
Weak social ties
Followers existed but interactions were shallow. Running is physical — translating that to digital connection was unsolved.
Problem 3
Cultural context
Chinese market expectations around social hierarchy, face, and group achievement required culturally-informed design decisions.

Gamification through social achievement

Rather than generic achievement badges, I designed a system where social status was earned through community participation — group challenges, pace-matching with friends, and visible streaks that others could cheer on.

  • Group challenges — team-based goals that required coordination, leveraging collectivist culture
  • Streak visibility — public streaks that friends could see and cheer, creating accountability
  • Pace matching — social "run with me" feature that created virtual companionship during solo runs
  • Achievement tiers — hierarchical system with public recognition, culturally resonant status markers

Community growth and engagement

5M+Active users in the community
23%Increase in 30-day retention
3xMore social interactions per session
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