Super.com

2024

Product Design · Mobile App

Designing a Habit,
Not Just a Feature

Designing a Habit, Not Just a Feature

What happens when a revenue stream exists — but the product isn't ready for it?

01 — Context

A revenue stream with nowhere to land.

Super.com is a fintech super app trusted by over 7 million users — built for the 183 million Americans with low-to-medium credit scores — to save on travel, build credit, and access cash advances. In late 2023, they identified a new opportunity: let users earn real money through games, tasks, and surveys — potentially $400+/month. The business case was clear. The product experience wasn't. I led the end-to-end design of the Earn Tab: a dedicated hub that turned a scattered, overlooked feature into a daily habit.

02 — My Role

End-to-end ownership, from first insight to final metric.

Sole designer on a cross-functional team (1 PM, 6 engineers). I owned the full process — research, strategy, delivery, and post-launch iteration — in collaboration with a UX Researcher.

01

Research

  • SUS Score survey (n=77)

  • Naming survey (n=113)

  • User interviews (n=8)

  • Stakeholder interviews (n=5)

02

Diverging

  • User flow

  • User profile definition

  • Workshop with stakeholders

  • Lo-fi wireframes

03

Converging

Product Design workshop
Visual designs
Internal usability testing
Product Requirements Doc

UX Research

Product Strategy

Information Architecture

UI Design

Prototyping

Usability Testing

03 — The Problem

The old Earn Tab wasn't earning its place.

We ran user interviews, session recordings, and a SUS survey — which returned a score of 52/100, classified as "Poor." Four patterns kept surfacing:

01

Buried inside Travel

Earning features lived inside the Travel flow — invisible to anyone not booking a trip.

02

A single-source mental model

Users associated Rewards only with hotel stays. There was no signal that earning opportunities had expanded.

03

Redemption was a mystery

50% of users didn't know they could redeem rewards directly to their Super.com Card — not just as travel credits.

04

No reason to come back

Earning was tied to travel bookings. Between trips, there was nothing to come back for — killing retention.

0/100

System Usability Scale score before the Earn Tab launch

0%

Unaware they could redeem rewards to the Super.com Card

0%

Unaware of how to earn rewards through the app

04 — Before / After

The same product. A completely different experience.

Before

  • Tab called "Rewards" — tied to travel perks

  • Games, surveys, and tasks had no home

  • No dedicated Earn section in navigation

  • Balance buried in account settings

  • No redemption shortcut visible

  • Outdated UI — pre-dating the new Design System

After

  • New tab name reflecting the expanded feature set

  • Unified hub for games, surveys, and tasks

  • Earn Tab as primary nav destination

  • Earnings balance prominent at top

  • One-tap redemption from the Earn Tab

  • First screens built on the new Design System

05 — The Solution

Designed to be used every day.

The tree grows as the user engages — turning earning into a habit with visible progress.

A unified hub surfaces all earning types. One tap opens the game — no dead ends.

Full earning history, and a clear redemption moment — cash to the Super.com Card in one tap.

06 — Impact

Four metrics. All statistically significant.

+8.6%

D1 redemptions for Super.com card users

95%+ stat sig

+23.8%

D1 redemptions for Travel users

95%+ stat sig

+24.9%

M1 engagement on surveys and games

95%+ stat sig

+7%

M1 Super.com card conversion rate

95%+ stat sig

"Gustavo's ability to translate complex business goals into elegant, user-centered solutions is remarkable. The Earn Tab was one of the most impactful projects of the year."

Yanick Jimenez

Senior Product Designer