01

Turning free trial users into loyal members

Company
NeoTaste
Year
2025 - 2026
Type
Retention · Gamification
Role
Senior Product Designer

NeoTaste is a platform to discover restaurants, bars and cafés in major cities, mainly across Germany, with a growing presence in the UK, Netherlands, and Austria. Users get exclusive deals you can only find through NeoTaste. Partner venues use it to fill quieter tables and attract new customers.

Many users on trial were redeeming just one deal

NeoTaste runs on a subscription model. When users sign up, they enter their payment details and get a 30-day free trial. If they haven't cancelled by the end of it, they're automatically charged. That window is everything: it's the only time the product can prove its value before money changes hands.

Cohort data pointed to a clear pattern: a significant portion of trial users redeemed only one deal and didn't convert. Reaching a second deal was one of the main friction points in the funnel.

The business needed users to convert before their first payment. For users, the problem was simpler: one deal isn't enough to feel the benefit. How do we get new users to experience saving money when going out, often enough to see why NeoTaste is worth keeping?

I led the design, working closely with the UX Researcher, Data team, and PM.

Deal redemptions per user - trial period
1 deal
2 deals
3+ deals
Reaching a second deal was a key friction point. Users who redeemed 2+ during the trial converted to paid at 4× the rate.

Why we dropped streaks and built a quest instead

The team's first instinct was gamification. Streaks, daily check-ins, Duolingo-style mechanics. The idea: reward users for opening the app every day, build a habit, and conversion would follow.

But the streak model fell apart quickly. It rewards the wrong thing: opening the app is not the same as using it. A user who forgets on day 29 feels punished after 28 days of effort, not motivated. Streaks create anxiety, not engagement. And for NeoTaste, where the value is in going to restaurants and redeeming deals, daily opens meant nothing.

Instead of engineering habits around app opens, we'd guide users toward meaningful actions, the ones that actually led to conversion. The data had already told us what those were.

Before bringing this direction to stakeholders, we used Gemini to pressure-test the framing: asking it to argue against the quest approach, surface patterns from similar products, and flag assumptions we might be taking for granted. It helped sharpen the hypothesis faster than a round of internal reviews would have.

The hypothesis

If we guide new users through the app's most important features in a structured quest, they'll understand what NeoTaste is actually for. And they'll be more likely to pay for it.

Users who redeemed at least 2 deals during the trial converted to paid at 4× the rate of those who only redeemed 1. Reaching that second deal was one of the key friction points.

Three workstreams, one direction

Concept validation

The UX Researcher ran an unmoderated Maze study with non-NeoTaste users, showing an early quest concept and probing task count, reward expectations, and habit-building behaviour.

Competitive analysis

I reviewed Mobbin and habit-building apps across categories, not just direct competitors, to identify onboarding patterns that actually work when guiding users into a new behaviour.

Cohort data

We requested a specific cohort analysis from the Data team to baseline trial-period behaviour before the quest shipped, so we'd have something real to measure against post-launch.

Gemini played a supporting role throughout this phase. We used it for quick qualitative exploration alongside the more structured workstreams: surfacing patterns, challenging assumptions, and getting fast directional answers in areas where a full user study was not needed. It worked well as a way to spot gaps and move faster between ideas worth testing and ones worth dropping.

To structure the quest, I mapped the activation flow. Every new user passes through the same stages: Sign-up, Set-up, Aha moment, Habit moment, Retention. The gap we needed to close was between the Aha and Habit moments, before the first charge landed.

We then looked at how other consumer apps handle this same challenge. From fitness to productivity tools, the pattern was consistent: guided onboarding that pairs education with small, meaningful actions. By the time users finish setup, they've already experienced the value.

Competitor onboarding research

Competitor onboarding research

Onboarding patterns from leading apps. All of them guide users through key actions early, before expecting any habit to form.

Taken together, the workstreams gave us what we needed to move forward with confidence: a baseline to measure against, a validated concept, a clear pattern of what works when building habits in consumer apps, and enough qualitative signal to feel good about the direction before committing to it.

Keeping the quest focused

The core team on this project was small: the PM, the UX Researcher, and me. We were aligned early on what the quest needed to do. The tension came from above.

Management wanted to include a "refer a friend" task inside the quest. The reasoning made sense from a business perspective: referrals are a growth lever, and the quest had a captive audience of new users who were already engaged. Adding it would have given the feature guaranteed exposure.

But including it meant either extending the quest to 6 tasks or removing one of the 5 we considered core to the activation flow. Neither felt right. A longer quest risked lower completion. Removing a core task meant compromising the very thing the quest was designed to do: get users to experience the app's real value before the trial ended. Referring a friend doesn't help you discover NeoTaste.

Rather than pushing back on instinct alone, we ran user tests. We put both versions in front of real users and looked at how they responded to the referral task in context. The results were clear: users found it out of place. It felt like the app was asking for a favour before it had earned one. The PM, researcher, and I presented the findings together, and management agreed to drop it.

Five steps to get new users to their first real win

The core question was: which 5 actions would most reliably take a new user from "interested" to "I get it now"? We mapped retention data against what leading apps teach users early, and landed on a clear sequence.

Early explorations

Before landing on the quest format, we explored several directions: 30-day challenges, circular progress rings, and checklist-style home screens. A lot of the rapid ideation in this phase happened in Figma Make, and we also experimented with Google Stitch despite it being in early beta at the time. Both were useful for getting rough ideas in front of the team quickly without spending time on polish. Here's a snapshot of what we iterated through.

30-day challenge variants
Two strategic directions
Scrollable task list
Entry point variations
Circular progress ring
Checklist format

The key constraint that shaped the final direction: the quest had to work for users who wanted guidance without getting in the way of users who preferred to explore on their own. That ruled out anything that took up too much space or required upfront commitment, like 30-day challenges, timeline formats, or extended explanations. What remained was a compact, easy-to-ignore banner with a short task list. A progress bar to track completion and feel a sense of movement. Tasks that, when tapped, take you directly to where you can complete them. And copy that stays motivational without being pushy. The minimum needed to make the quest genuinely useful.

Final solution

The quest lives on Home and is fully optional. Since Discover (the map view) is still the default screen, we added a floating entry point there to make sure users actually find it. It stays visible for 30 days. The quest is there to guide, not to block.

Each task was chosen because it maps directly to a moment in the activation flow, from understanding how the app works to redeeming a first deal and building a habit around it.

TASK 01
👀
Read the NeoTaste guide
A step-by-step guide explaining how deal redemption works: how to book, what to say at the restaurant, and how to redeem. Knowing the process upfront removes one of the key reasons users don't convert.
TASK 02
🎯
Personalise your food choices
Select your favourite cuisines and dietary preferences. Tells the app what you're into, so the deals it shows you are actually interesting.
TASK 03
💚
Save restaurants you love
Bookmark 3 restaurants to your favourites. Start building your own list. The app gets more useful the more it knows about you.
TASK 04
🎁
Find & redeem your first 2 deals
Unlock and claim 2 exclusive deals. This is the core value. This is why you're here.
TASK 05
Rate & review your experience
Leave a review after redeeming a deal. Helps others find good spots, and builds the community you're part of.
🏆
Complete all 5
Earn "Taster" level + confetti celebration

The design solution

Quest entry point screen Floating entry point on Discover (map view)
Quest screen - new user Quest view: first time, tasks not yet started
Quest screen - in progress Quest view: returning user, tasks in progress
Quest screen - all tasks completed Quest view: all 5 tasks completed
Celebration screen on quest completion Celebration: confetti + Taster badge unlock

Full feature flow

Explore in Figma
Full Figma file - Quest design system, flows and components

Key Design Decisions

01
Why 5 tasks, not 3 or 10
5 was the sweet spot. Enough tasks to walk users through the app's core features, but short enough to feel achievable. Too few and the quest wouldn't cover what mattered. Too many and completion would drop. We wanted users to finish it.
02
The reward debate
We considered a free month for completing the quest, but dropped it. The goal was to build a habit around the app's value, not to offer a financial incentive. Confetti on completion plus a badge through the Levels system felt more aligned: it signals achievement without creating a transactional dynamic.
03
The levels system: how you earn your badge
Thresholds based on retention data: Taster (2 deals), Foodie (5), Culinary Star (15), Gourmet (30), Food Legend (55). Users earn levels by redeeming deals, not just by completing the quest, so anyone can progress. Quest completers naturally hit Taster. Future idea: ratings and saved restaurants could unlock levels too.
04
Quest is optional, but well-placed
Not forced into the critical path. The quest lives on Home, but since Discover is still the default screen, we added a floating entry point on the map view. Users who never visit Home on their own will still see it. Press it, land on Home, find the quest. It stays visible for 30 days.

Side quest 01: Food Preferences

One of the quest tasks prompts users to set their food preferences: where they like to eat, any dietary restrictions, and which cuisines they enjoy. The goal was to collect enough signal early to personalise their home feed and surface restaurant recommendations that actually matched their taste. A user who sees relevant deals from day one is far more likely to redeem one.

Food preferences step 1 Step 1: eating location preference
Food preferences step 2 Step 2: dietary restrictions
Food preferences step 3 Step 3: food category selection
Food preferences entry point in profile Profile: entry point to edit preferences
Food preferences edit screen Edit view: update saved categories

Side quest 02: Levels Refresh

The Levels screen already existed, tied to deals redeemed, but almost nobody knew about it. By redesigning it with new level names, badges, and a celebration screen, we kept the gamification element where it actually made sense: as a reward for real actions, not app opens. The quest and the Levels refresh became one connected project.

Old levels screen Before: original levels screen
Refresh
Levels screen empty state Levels screen: empty state, no deals redeemed yet
Levels screen Food Legend badge Levels screen: Food Legend, highest level (55 deals)
Profile screen with badge Profile screen: badge displayed after levelling up

Design system updates

Design system colour updates for Levels

The Levels refresh meant new assets that needed to live in Umami, NeoTaste's component library. We added 10 new colour tokens: two per level (one for the badge, one lighter tone for the confetti animation), built to scale if new levels are introduced later.

Interactions

Food preferences: selection flow
Food preferences: task progress bar animation
Badge unlock: confetti celebration on level up

Implementation Plan

01
A/B test rollout
Launched to 25% of new users, compared against a control group that saw nothing. Data team had tracking in place from day one.
02
Design system updates
10 new colours added to Umami (NeoTaste's component library): two per level, one for the badge, one for the confetti animation. Built to scale if new levels are added later.
03
Timeline
About 2 months from brief to shipped. Scope negotiations and the Levels redesign took most of that time. The UI and interactions came together faster.

Two bets. Both paid off.

The Quest launched to 25% of new users, tested against a group that saw nothing. After 30 days, the results were clear.

The main goal was trial-to-paid conversion. The second bet was that better feature discovery would naturally lead to more deal redemptions during the trial. The numbers confirmed both.

+22%
More free trial users converted to paid, among those who used the quest
~48%
Quest completion rate (optional feature, 30-day window)
More deals redeemed in month 1 by quest completers vs non-completers

Guide users early.

Users sometimes don't need more features. They need guidance. Once they've redeemed a couple of deals and seen the app work for them, they got it and they stayed. The quest was our way of making that happen without forcing anything.

Lessons Learned

01
Achievement beats discounts
The first idea was an extra free month for completing the quest. We dropped it: too costly, and it teaches users to expect payoffs for basic actions. Confetti plus a badge on your profile proved more motivating. People respond to progress and status more than cash-value incentives.
02
Optional features need a great entry point
Because the quest was voluntary, placement was everything. The floating entry point on Discover (the default screen) saw 48% engagement. Early prototypes that relied on users finding the quest on Home on their own saw 8%. The feature hadn't changed. The entry point had.
03
Constraints sharpen decisions
Having to justify every task forced a sharper question: which 5 actions actually predict whether someone stays? That pressure made the design tighter.

What's next

01
Levels beyond deal redemptions
The next step is exploring whether other actions, like leaving a review or saving restaurants, could also count toward levelling up, making the system feel less tied to spending and more reflective of how people actually use the app.
02
Seasonal/themed quests
The quest in its current form is static, always the same tasks in the same order. Introducing limited-time or themed versions would keep the experience fresh and push engagement beyond initial onboarding.
03
Social progression & friendly competition
Users see their own level, but not friends' levels. Experiment with shared leaderboards or "beat your friend" challenges to add social motivation and drive referrals.

Next project

Work in progress
Referral A/B Test
NeoTaste / 2025 - 2026