In late 2016 GrabPay launched Peer-2-Peer feature in GrabPay. This allowed Grab users to send money to another Grab user via the app using their mobile number. By late 2017, GrabPay was the most consistently used e-wallet app in Singapore where 77% of all transactions on its platform were conducted via GrabPay. In Nov 2017, the idea of having a similar idea to AliPay’s Red packet was raised as an initiative.
The team had 3 months to launch. Me and the engineering lead agreed not to take the Alipay mechanics despite pressure and expectations to do so. Our argument was 1) the chinese version works well as its base is a communication network platform that has a ultra high frequency usage rate unlike Grab was mainly a transport platform used at a lower rate, an average of once or twice for our super users. 2) China version already has their friends in their contact list, GrabPay was a closed loop network, the to-be angbao Receiver might or might not be a Grab user hence there was friction to use. If there were no motivation the initiative might not be successful.
I lead the concept exploration together with the Engineering Manager and later supported by an interaction designer. The gamification concept was based on following principles
THE APPROACH
A simple game design can helped to solve the following business constraints:
We both landed that to encourage adoption, gamification with a hook and social amplification elements was the direction we headed. I adopted the gamification design principles of
The feature was launched on the eve of Lunar New Year Feb 15. The design rationale was following the Chinese custom, the Angbao Giver will start giving well wishes (angbao) after reunion dinner. That was the best time to launch. The project was a huge success in Grab, we saw 1.6 million e-angbaos sent, a 1,665% MAU uplift. It also achieved the lowest marketing campaign cost ever in the history of Grab.