Kartu Untung (Superbank x Kakaobank)

Created a cash prize reward gamification that will retains users to keep coming back to use Superbank as their main digibank.

Problem Context

Superbank’s growth in MTU are quiet low as they struggled to stay engaged in the product longer than 1 minute. We also find dormant users who have opened an account did not perform any deposits or transactions during that period which affects the retention.

Challenge

Through this, we are looking at an opportunity on how might we encourage users to stay longer in the product. Ensuring users to commit participating in the experience. We were also given a very short timeline of 3-5 months only to complete the development end to end.

Output & Impact

During the launch in November 2025, we managed to capture 56,836 users where roughly about 10,000 users have participated and engaged. Per June 2026, we’ve retained 1,1 million users through this product; having about 40,000 users are actively playing and engaged.

Problem Context

Superbank’s growth in MTU are quiet low as they struggled to stay engaged in the product longer than 1 minute. We also find dormant users who have opened an account did not perform any deposits or transactions during that period which affects the retention.

Challenge

Through this, we are looking at an opportunity on how might we encourage users to stay longer in the product. Ensuring users to commit participating in the experience. We were also given a very short timeline of 3-5 months only to complete the development end to end.

Challenge

Through this, we are looking at an opportunity on how might we encourage users to stay longer in the product. Ensuring users to commit participating in the experience. We were also given a very short timeline of 3-5 months only to complete the development end to end.

Output & Impact

During the launch in November 2025, we managed to capture 56,836 users where roughly about 10,000 users have participated and engaged. Per June 2026, we’ve retained 1,1 million users through this product; having about 40,000 users are actively playing and engaged.

Created a cash prize reward gamification that will retains users to keep coming back to use Superbank as their main digibank.
CASE STUDY INDEX

Overview

As part of Superbank’s roadmap plan to increase engagement & meet shareholders revenue target; we are looking into ways to retain existing users to use Superbank as their day to day bank. We believe by giving incentives from their actions increases their desire to login and use the digibank often. That is why we developed a gacha experience called Kartu Untung where users simply do daily attendance to win a prize everyday because as majority users enjoys playing games, this experience is an easy activity and a memorable one.

MVP

Phase 1:

  • Easy registration and concise steps for credit applications
  • Steps of Transactions through popular merchants
  • Informative guide to complete instalment

Phase 2:

  • Easy registration and concise steps for credit applications
Role:

Product Designer: Focusing on end to end experience.

Scope:

0-1 end to end design

Teams:

Superbank and Kakaobank: Product managers, Engineers, Product Designers, UX Writer, Illustrator

Timeline:

Jan 2018 - Jan 2019 (1 Year)

Tools:

Adobe Photoshop & Illustrator

Understanding

As a new digital bank, Superbank need to build more engagement in the product lifecycle since its only main performing features are 7% interest Deposit and Celengan (Piggybank pocket feature). We see this as an opportunity to build a shorter term engagement in which it can fill in the engagement gap that Superbank is missing. Based on current findings in the market, Superbank lacks uniqueness in what does the digital bank had to offer. One of the ideas that can be brought into the table is by creating a memorable game that would be easy to grasp and enjoyed by users. In order to build the best gamify experience, we collaborated with Kakaobank (one of our shareholders) to develop a different experience and only stand out with Superbank.

The Problem

  • High dormant users opened Superbank account but didn’t perform any fund in or transactions thus generating quite a low engagement.

    How can we retain the customers and keeping them engaged with limited benefits.

Retention is the main aim to ensure our non active users engage

We began looking at different benchmarks and references existed in the Indonesia market. By looking at competitors who have distributed different gamifications, we learned that creating reward based games require 3 components in any sector. Fun, Attendance and Event. These core components are fundamentals to make a successful reward based game specifically for a Digibank. We were learning from Shopee’s claim rewards experience and Kakaobank’s Daily Deposit reward collection. Claim rewards are known to be a quick interactive fast pace game for users to identify rewards quickly and while Kakaobank’s daily deposit scheme in prize ladder where the business frequency requires users to log in and save day to day in order to achieve the highest level.

Shopee Claim Prize

Shopee Claim Prize

Kakaobank Daily Deposit

Kakaobank Daily Deposit

The Goal

  • Create an engaging financial game that boost users motivation to earn daily rewards hoping they would return.

Our goal now is to ensure that we build an effective business and productive scheme that allows users to have a reason to come back and play the game. They should get rewarded with meaningful benefits.

Preparation

Preparation

Within a 3-5 months; business, product and development are challenged to deliver in a short time period.

In order for us to achieve the project, we need to lock down the roles of each teams in order to deliver smooth and clear outcome. In my part as a designer, I need to ensure that the vision and end to end experience comes from my end first because the product has to be relatable with the current market.

Task Description & Distribution

Superbank:

  1. A. Business strategy
  2. B. Design end to end journey

Kakaobank:

  1. A. Prize scheme construct
  2. B. Micro animation experience
  • Idea Exploration

    Superbank and Kakaobank will ideate some game approaches using the Indonesian market as focus, while using learnings from Kakaobank on their approach in gamifying experience in Korea

  • Game concept

    Kakaobank supports in identifying the right game concept. They will also provide the support in developing animation

  • End to End Experience

    I’m in charge of ensuring the game experience fit in the product construct and design the step by step journey

Explorations

The gamification needed to contextual and relatable.

We were exploring between different game experiences from a basic scratch card to lottery style because reward based experience tells a simpler story to users about winning a prize through action. However, the constraint that we faced from DINSOS was that the prize and experience should avoid having a JUDOL (judi online in bahasa for online gambling) concept as its considered to be illegal in Indonesia and as a financial institution, we should not illustrate or simulate such experience that will carry the bank’s name. This also affects the prize probability because if user’s chance increased in winning large amount of prize, then total prize from Superbank would be high in turnover, which banks needed a stable revenue.

Concept 1

Concept 1

Concept 2

Concept 2

Concept 3

Concept 3

Concept 4

Concept 4

Gacha card style is the perfect blend of probability surprises

Since our goal is to create a financial game that motivates users to stay engaged, we decided to take inspiration from an existing game called Pokemon TCG App where their simplified booster pack selection experience is the neutral option for us to proceed because firstly it revolves around choosing cards that contains prizes (general game) and secondly it doesn’t touch the topic of online gambling.

Reference: Pokemon TCG App (https://dena.com/intl/news/4742/)

Reference: Pokemon TCG App (https://dena.com/intl/news/4742/)

Thus we named it Kartu Untung

Kartu Untung (meaning Lucky Pocket) was drawn from the common game that most users play which are cards as an easy and understandable cultural method that everyone is familiar with. The luck part is originally inspired by a clover flower which represents luck in multiple regions. However, since the clover flower is not common in Indonesia, we replace it with cats as the most symbolic animal in Indonesia which represents both luck in varies province culture and also familiarity.

First Initial concept

First Initial concept

Design Decisions

The Fund In Experience

Initially, we wanted to allow users to perform funding in before opening an account because it would be easier for them to give the right motivation to start playing, however we’d figure that since this game experience is a new concept in Indonesia and I assume that users will have difficult in understanding, we focus on the first 2 steps in 1. confirm to open new account and 2. explore the new feature by themselves.

Home design in homescreen simulation

Home design in homescreen simulation

The Play Experience

Realising that most 21 years old are in the era of gaming and self identity awareness, I used existing games like Need for Speed, Asphalt and Grand Turismo as a base model of developing that real world pro driver experience.

By creating a world of racers within the community, the students will treat the application as not just a platform for logging in their driving, but view it as a large community that gathers all students in the ecosystem to drive.

Home design in homescreen simulation

Home design in homescreen simulation

Using regional driving apps alongside with industrial and gamified apps as benchmarks helped creating the direction of the design

Design Decisions

Personalised Feature

I focused on gamification more because it drives a sense of achievement and community awareness where they don’t see it as a typical journaling application but rather a fun game that they can take in. The personalisation that I prioritise here is through the driver level badge and car where they can collect every time they finished a log.

Solutions

Chosen Concept

Realising that most 21 years old are in the era of gaming and self identity awareness, I used existing games like Need for Speed, Asphalt and Grand Turismo as a base model of developing that real world pro driver experience.

By creating a world of racers within the community, the students will treat the application as not just a platform for logging in their driving, but view it as a large community that gathers all students in the ecosystem to drive.

Home design in homescreen simulation

Home design in homescreen simulation

Key Takeaways

A fun motivated game that was heavy in conceptually thought, but execution can be improved to different directions.

I enjoyed the project very much as this project is the reason that it can help and catapault me to enter the world of UX and Product design. Through this project, I learned that designing individual screens can take up alot of time if the ideas are still rough and not to mention that if the planning was more thorough in which features are a priority, the clarity of the design step by step can show its true focus.

If I were to improve this project, the first thing I would do is immediately perform usability testing as a new research so that I can understand the experience more detailed; as this project was focused to be a UI only delivery. Once research is completed, this helps to understand what users actually want first and from there I will segregate the plannings into versioning where first version is to perfect the logging experience first and then thinking about the rewarding system of the product.