Case study · Feature design

The Garden

The Journey asks “how am I growing?” The Garden asks “who am I growing with?” It's a social layer inside every BLUERABBIT adventure where each player is a hexagon, every relationship is earned through real interaction, and the ones you neglect visibly wither.

Role

Product designer · lead developer

Timeline

Concept 2021 · built July–September 2026

Surface

SVG hex canvas, floating panels, a dock, modals

Principle

Relationships are derived, not declared

The Garden hex map
The Garden from one player’s point of view: about fifty colleagues, placed by how often they interact, colored by top skill, faded by time.
01 · The problem

Gamification rewards the work nobody sees you do alone.

Most gamified programs, mine included, reward completion: finish the module, earn the XP. That works for knowledge. It does nothing for what actually makes a cohort work: people helping each other, asking good questions, knowing who to go to.

In a real corporate cohort of 237 people across 21 guilds, nobody knew who could help with what. Peer help, networking and soft skills were the most valuable things happening, and none of them showed up anywhere in the product.

The brief I gave myself: don't let players choose their relationships. Nourish them through real interaction, and make the result visible.

02 · Origin

It started as a honeycomb for a bank.

In 2021 I designed a concept called The Hive for Standard Bank's architecture team. Everyone was a hexagon. Color showed how many peers endorsed you in an area, position showed how recently you'd talked, and opacity showed how much.

The prototype never shipped, but the question stayed with me. Five years later, the Garden is The Hive's answer, rebuilt on real data and with most of the original mapping changed after testing.

The Hive legend, 2021: the first sketch of mapping relationships as hexagons. Most of these encodings changed before the Garden shipped.
The Hive legend, 2021: the first sketch of mapping relationships as hexagons. Most of these encodings changed before the Garden shipped.
03 · The key decision

Derived, not declared.

The first build placed people in Dunbar's circles (intimate, close, friends, acquaintances) with a manual “Move to…” picker so players could sort their own network. It shipped on July 17.

It came out on July 19. Letting people declare their relationships turned the map into an opinion, and opinions don't change behavior. My note to the build was blunt: remove any logic about Dunbar's circles; we have our own model.

From then on, the rule was that everything on the map is earned. There is exactly one exception: a Connection, a mutual “we know each other,” is the only thing you can state rather than earn. It gets a gold halo and sits in the innermost ring. It still withers if you ignore it.

Rule

Relationships are derived from interaction, never declared by preference.

Connections: the one thing you state rather than earn. Mutual, so it has to be accepted.
Connections: the one thing you state rather than earn. Mutual, so it has to be accepted.
Your own hexagon: Blooms left to give, the box for asking for help, and your open requests.
Your own hexagon: Blooms left to give, the box for asking for help, and your open requests.
04 · Visual encoding

Reading the map.

Each of the four visual channels answers exactly one question. None of them is decoration.

Distance = how oftenThe more you interact with someone, the closer they sit.
Color = their top skillEach person shows their “master skill,” so you know who to ask.
Brightness = how recentlyNodes fade toward grey and are fully drained after 60 days. They stay clickable.
Backdrop = your standingYour skill points against the active-player average, in five states. Your own node has a gold border and never fades.

A lesson from real data

The backdrop compares you with the average. The first version averaged over every enrolled seat, and since most seats were inactive, every active player looked like a star. Averaging over active players only spread the same people across all four live states. It was one line of SQL, and it decided whether the feature meant anything at all.

ChannelThe Hive, 2021The Garden, 2026
ColorEndorsements receivedYour top skill
PositionRecencyInteraction frequency
Opacity / brightnessMessage intensityRecency: withers over 60 days
Background(none)Your standing vs. active players
Open anyone’s hexagon: their skills, recent posts, open requests, and what you can do for each other.
Open anyone’s hexagon: their skills, recent posts, open requests, and what you can do for each other.
05 · Economy

Two currencies became one.

The design started with two currencies: Blooms for helping and Roots for asking. On paper it was elegant. In use it was one more thing to explain.

They merged into one: a Bloom is simply a skill point. You earn them from milestones, achievements, Tasks, peers and Game Masters, and each one is always tied to a skill.

You bloom when you help, you root when you ask. Either way, you grow.

From the Garden brief
06 · Balancing

Scarcity on purpose.

A reward anyone can hand out unlimited times stops meaning anything. Every social action got a cost or a limit that keeps it honest:

  • Endorse someone in a skill: +2 Blooms, with a 24-hour cooldown per giver, recipient and skill.
  • Gift a Bloom: every player has 20 to give, one at a time, each tied to a skill, each confirmed. Gifting is drawn in amber so it reads as precious.
  • Ask for help: tag a skill and earn +1 Bloom, once per skill per day. That limit was added on September 14, after testing showed asking could be farmed.
  • Give help: the first approved answer closes the request, every approved helper earns +2, and unanswered replies close themselves after 24 hours.
  • Claim it: Blooms from missions and solved requests wait in a Rewards inbox until you press Claim. Receiving becomes a moment.
Gift a Bloom: scarce, deliberate, and confirmed.
Gift a Bloom: scarce, deliberate, and confirmed.
The Rewards inbox: Blooms wait to be claimed.
The Rewards inbox: Blooms wait to be claimed.
07 · Habit loops

“Helping me is a task. Helping others is a mission.”

That sentence settled a week of back-and-forth about two features that looked the same.

Tasks · help yourself
  • Once, unlimited, or on a timer
  • Triggered manually, by QR scan, by a milestone or by daily login
  • Pays XP, BLOO and EP, plus optional Blooms
  • The loop that brings you back: your own routine
Missions · help others
  • Written by the Game Master for everyone, a guild or named players
  • Counted automatically across eight actions: message, help, endorse, ask, solve, gift, post, connect
  • Rewards go to the inbox, waiting to be claimed
  • The loop that brings you back: people counting on you
Tasks: your own routine, with rewards and cooldowns.
Tasks: your own routine, with rewards and cooldowns.
Missions: social goals the Game Master sets, tracked as players act.
Missions: social goals the Game Master sets, tracked as players act.
08 · Usability

A feature nobody finds doesn't exist.

Before the first real cohort, my worry was simple:

The real risk for Monday is not having a working networking system: ask for help, get help, and an extremely easy way of figuring this out.

My note during the build

So the canvas comes first and every panel starts minimized to a dock. The box for asking for help moved to the top of the Help panel, and a “Ways to help” list shows requests that match your skills first. When testing produced “I can't see any rewards,” the Missions panel started opening on a first visit, but only when it has something in it.

Signals were kept from overloading each other, too. The Connection halo is a second outline rather than a new border color, so it never competes with skill color, and it still fades like everything else.

The Help panel: offers waiting on you, then the requests that match your skills.
The Help panel: offers waiting on you, then the requests that match your skills.
A help thread: two colleagues offered, and “This helped” pays each helper you approve.
A help thread: two colleagues offered, and “This helped” pays each helper you approve.
The Help Board: every open request in the cohort, tagged by skill.
The Help Board: every open request in the cohort, tagged by skill.
09 · Status

What shipped, and what's next.

  • Jul 17–19Canvas, messages, help and endorsements, Tasks · Dunbar's circles removed
  • Jul 28–29Missions, the Rewards inbox, the Help Board, bulk awards, the encoding model, the dock
  • Aug 10Grey withering · Gift a Bloom
  • Aug 18Blooms can unlock regions of the Journey
  • Aug 21Backdrop standing · the 60-day drain · Connections · cursor-anchored zoom
  • Sep 8The Garden's interface becomes the whole app's interface
  • Sep 18–20Tasks placed on the Journey as hexagons · skills radar in the Journal

Game Masters got their own tools: a bulk Bloom award by guild, person or HR field with a live “N players match” preview, direct skill grants, and allowance resets.

What isn't built yet, stated plainly: Missions generated automatically from open help requests matched against each player's skills. That's the purest version of the idea, and it's next. After it comes a reconnection rule that nudges you toward the people who have faded.

Bulk Bloom Award, with a live count of who matches.
Bulk Bloom Award, with a live count of who matches.
The Journal’s skills radar: the Garden’s Blooms, summed up.
The Journal’s skills radar: the Garden’s Blooms, summed up.
Previous case study

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The platform the Garden lives in, and the twelve-week rebuild behind it.

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