
- Role
- Product designer
- Client
- VenaLabs
- Year
- 2025
- Tools
- Figma
- Live
- venalabs.com ↗
VenaLabs helps people learn crypto and farm airdrops, with courses, step-by-step airdrop guides and daily routines from creators. I redesigned the whole app from v1 to v2: a new structure, a new design system and a rewards loop that makes progress visible.
How do you turn courses, airdrops and routines into one app people open every day?
The goals
- 01Bring courses, airdrops and routines into one clear structure.
- 02Make progress visible and rewarding, so users come back every day.
- 03Make premium easy to understand without blocking free users.
- 04Give the team a design system to ship v2 and beyond.
What I delivered
- UX research & app architecture
- Full app redesign (v1 → v2)
- Design system
- Rewards & gamification
- ux/ui design
- redesign
- design system
- gamification
How I got there
The process
- 1
Research
Before touching a screen, I mapped the whole app in FigJam: every section, every sub-page and the links between them. That map showed the problem: the same content lived in several places and nothing told you where to start.
- 2
Restructure
v2 starts from what people come to do: learn, farm, keep a routine. Discover became the hub, ranking, referrals and settings moved under the profile, and one layout carries everything: navigation on the left, content in the middle, your streak and today's tasks always at hand.
- 3
Design system
A dark, focused interface with icy blue accents, and one card system for every content type in several sizes and states, from not started to done.
- 4
Gamification
VenaPoints, chests, streaks and a leaderboard. Every useful action gives feedback, and rewards stay visible, so there's always a next goal.
The work
From v1 to v2

Mapping the app first
The architecture became the brief for v2: five main sections, Discover linking to the rest, and premium and settings each in one place.


Discover
The problem
The home page was a marketing page: a big logo, a paragraph explaining what an airdrop is, and a table pushed below the fold. Returning users scrolled past it every time.
The fix
Discover answers one question: what should I do today? A recommended quest, the airdrops worth your time and today's routine, with your streak and tasks in the side panel.


Airdrops
The problem
A spreadsheet: ten columns, a row of filters and unlabeled progress bars. Hard to scan, and nothing told you what to actually do.
The fix
Cards you can scan in a second: project, action and progress. Tabs for new, trending and favorites, and filters for cost, network, reward and time. One tap opens the tasks to complete.


Routines
The problem
Big creator banners with a name and a face, but nothing about what a routine contains or how far along you are.
The fix
Each routine card says who made it, what it's for, how often to do it and how far along you are. Your to-do list and streak stay in the side panel on every page.


Courses
The problem
The course map was already there, but every chapter looked the same: small grey cards, tiny text, no idea what a course contains before you start.
The fix
A course page with the chapter map, what you'll earn and the list of chapters, so you know what you're signing up for before pressing start.


Leaderboard
The problem
One long list ranked by points. If you weren't already near the top, there was nothing in it for you.
The fix
Several ways to win: VenaPoints, chests and streaks each have their own ranking and their own winner, so newer users have a race they can actually compete in.


Profile
The problem
An avatar and a username on an empty page. All your progress lived somewhere else, if anywhere.
The fix
The profile becomes your trophy shelf: level progress, VenaPoints, chests and streaks, and every course, routine and airdrop you've completed.