Mobile application for salesperson motivation that uses game mechanics, leagues, and an avatar system to increase sales and brand loyalty.
Project objective
The primary goal was to transform routine work processes and boring training manuals into an engaging digital experience. We needed to shorten the "reward distance" for employees, create a single point of contact with the brand, and engage different psychological types of workers—from ambitious "hunters" to cautious "skeptics"—in active promotion of "Russian Armatura" products.
The project stands out for its deep development of user archetypes: the incentive system is adapted to different work styles. We implemented a system of progressing avatars and "seasonality," where ratings reset every few months, giving newcomers a chance to prove themselves on an equal footing with leaders. Using the FOMO effect (time-limited promotions) and micro-learning through short quizzes made it possible to maintain daily interest in the application, turning product study into a competitive game.
Solution
We developed a mobile application using cross-platform technologies, integrating it with the client's existing QR system. The solution includes an automated module for accruing sales points, a task queue system (based on Python/Celery), and a merch store where in-game achievements are converted into real-world bonuses.
Results
The implementation of "Kopilka 2.0" allowed the company to transition from passive sales to a proactive employee behavior model. Gamification mechanics not only increased salesperson expertise but also formed a strong emotional attachment to the brand, leading to reduced staff turnover. A transparent motivation system and the competitive spirit within the leagues ensured stable sales growth and provided management with a powerful tool for team performance management.