wishwish
A character-driven collectibles app built around daily ritual
wishwish is a design trial for a collectibles app structured around “Wishets” - collectible characters you unbox, place as an iOS widget, and return to each day. I designed the brand world and the full product flow. The process began with character-driven interactions, then tightened around retention: sign-up is deliberately delayed until after the first unbox, so users feel value before any friction, and a home-screen widget drives the daily return loop. The collection system moves fluidly between fast single-item purchases and a shelf-based browsing experience that rewards variety, rarity, and progression.
01
The core loop
A simplified view of the activation and retention loop: unbox a Wishet, place the widget, come back for the next box. The home-screen widget is the product’s heartbeat - a daily reason to return.
02
Onboarding, end to end
Authentication is intentionally delayed until after the core activation moment - placing the first widget - so users experience value before any friction. The second unbox becomes the primary conversion point, reinforcing ownership and the daily return loop.
03
Collection & purchase
Users move between browsing and buying depending on context. Single items prioritize speed with direct purchase modals; collections expand into a shelf-based experience that highlights variety, rarity, and progression - both a marketplace and a collectible.