Claim all
Duration
Appx. 2 months
Team members
1 UX designer, 1 UI artist, 1 UI programmer, 1 QA
Tools
Figma, Miro, Confluence, Jira
Challenge
UX efficiency vs. emotional reward
While designing the Bootcamp feature, I pointed out that making players manually claim rewards every time could cause repetitive fatigue from a UX standpoint and proposed a “Claim All” feature. However, others in the team had the assumption that pressing the Claim button each time enhanced the sense of achievement—requiring further persuasion to find balance.
D7 Retention hypothesis
Claim actions repeatedly occur throughout the play routine, especially in the transition phase from novice to expert players. This repetition was assumed to negatively affect D1, D3, and D7 retention by increasing friction and drop-off during early engagement.
Process
Discover
Self Diary Study & Journey Map
To validate the hypothesis, I conducted a self-initiated 7-day diary study and visualized the daily play routine in a user journey map to illustrate where claim fatigue occurs.
Validation from Real Player Data
The journey map influenced the UR team’s research plan after the soft launch, leading to two official diary studies with real players. It revealed the assumption that players experience difficulty when claiming rewards.
Define
UX principle in gaming product
The smoother the control and routine surrounding core gameplay,
the deeper the player’s immersion and enjoyment
In R6M, How might we make gameplay loops feel seamless
so players stay fully immersed?
First journey map based on self-run diary study
The initial journey map clearly showed where claim interactions repeatedly interrupted player flow.
And it influenced UR team to conduct two rounds of diary studies for validation.
Second & Third Journey Maps — Bootcamp feature & Soft Launch Builds
Subsequent journey maps based on Bootcamp and Soft Launch builds revealed
that manual claim interactions were consistently one of the top-reported pain points across players.
Comparative Benchmarking — AAA Mobile Titles
By reviewing the reward collection flows of leading AAA mobile games,
I confirmed that the "Claim All" is a standardized convenience function proven to address similar UX challenges effectively.

Design
Define
When players tap the 'Claim all' button, then they get every eligible rewards at once.
User flow & Tap density
Assumed generic routine of an average D3 player
Feature highlights
Consistent placement of “Claim All” button
across all reward screens
Reward-claimable screens were categorized by pattern, and guidelines with screen type were defined for consistent interactions.
It improves player experience consistency while also considering development efficiency, and serves as a clear guideline for future design decisions.
Unified hierarchy · sequence · visual feedback
for reward-claim flows by item type
By defining guidelines for reward-claim sequences per item type, I established a consistent and predictable flow.
Players can recognize reward type they’re receiving even before claiming it. It also minimizes edge cases and supports technical optimization.
Fast skip available at any point in reward-claim flow
Players can tap to skip at any stage of the reward-claim flow. Since claiming all type of rewards at once can result in long sequences, it can reduce repetitive fatigue of control for players.
Validate
-
Anticipated that no similar fatigue issues will reappear in subsequent UR testing.
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Quantitative validation is underway through event tracking of Claim All usage rates.
Since multiple features were updated simultaneously, retention improvements cannot be solely attributed to this feature.
However, Likely to have a positive effect on D1–D7 retention and early engagement by reducing repetitive friction






