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Liqad — a mining app with gamification built in

Liqad

Liqad — a mining app with gamification built in

App design for a mining product: gamification built into the design system — rewards, ranks, inventory and chats living where usually only charts do.

The task

Liqad is a mobile app in the crypto and mining space. It is aimed at launching your own mining farms, and it already had plenty of features: tracking the state of the farms, analysing metrics and purchase forecasts, buying and withdrawing cryptocurrency.

The brief was development of the app design: working out the user path, creating a design system and implementing gamification in the application interface.

The key word there is "implementing". Our position was this: gamification assembled as a separate layer — a bonus banner, an achievement popup, a promotions screen somewhere in the menu — sits beside the product rather than inside it. We needed the opposite: for a reward, a rank and an inventory to be as ordinary an element as the hashrate chart.

The solution

When designing the app, it was decided to incorporate gamification elements into the design for better user retention and a more transparent experience with the mining farm.

The second effect mattered to us just as much. A farm is a physical thing: it heats up, it wears out, it draws electricity. In game logic it acquires charge, wear and condition — so the interface shows not only how much it has mined but what state it is in.

Visually the project sits on a dark base with an acid-green glow and an orange action control. The hardware is shown as three-dimensional objects — a rig and a box that look like things rather than like rows in a list.

What we did

User path. Scenarios worked through from launching a farm to withdrawing funds.

Design system. Components in which the game mechanics are a standard element type rather than an exception.

Bonus and boost systems. Both implemented: the rack boost is shown with its consequences — a rise in energy consumption, a rise in hashrate and a rise in wear, all on one card.

Charge and wear scale. A dedicated indicator for the farm's state: the charge and the health of the hardware.

Inventory and store. The mining farm got an inventory and a store for purchasing boosters, rigs and boxes.

Rewards and ranks. A system of rewards and ranks built into the common interface.

Profile customisation. A personal profile that can be configured, from avatar to styling.

Social layer. Friends, communities and messaging: invite a friend, a shared pool, and chats inside the app.

Wallet and token. Token implementation with the ability to buy and exchange: balance, rates, transaction history.

Statistics. Donut charts by coin and a claim screen, instead of an unbroken run of graphs.

The result

An app of 54+ screens where the game mechanics are not stuck on top but written into the design system — which means the product can grow without the game being rebuilt each time.

Charge, wear and the consequences of a boost are shown in the interface as plainly as the income.

The full breakdown is published on Behance and on Dprofile, where it carries the Recommended badge. Links below.

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Ruslan Kochubarov
Ruslan Kochubarov
Founder, art director

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