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Case study · Toptal Global Hackathon · 2022

First place, 79 teams, 50 hours.

Lead UX/UI Designer on Topverse — a gamified work-life-balance mobile app for remote freelancers and Toptal members. Won the Toptal Global Hackathon against 79 teams and 298 participants worldwide.

Role
Lead UX / UI Designer
Client
Toptal Global Hackathon
Year
2022
Status
1st place · 79 teams
Topverse — Toptal Global Hackathon 1st place
Cover · Topverse mobile app

Overview

A play-during-free-time app — that became a wellness platform.

Toptal’s brief was deceptively simple: build a mini-app for Toptalers and other remote professionals to play during their free time. Fun, engaging, ideally with social and competitive elements.

The real problem underneath: remote work — at the scale of 1.56B people worldwide — has eaten into work-life balance. People can’t escape work mode. So instead of building yet another casual game, the team reframed the problem and built a wellness platform disguised as a game.

The brief

Build something that helps people unwind.

An online mini-app for Toptalers and remote professionals to play during free time — engaging, ideally with social and competitive layers. The brief stopped there. The work started.

The brief slide — build an engaging product that helps remote professionals unwind and relax.
Brief · Toptal hackathon prompt

Problem & opportunity

Remote work, at population scale.

15K Toptal freelancers. 59M remote workers in the US. 1.56B worldwide. The opportunity wasn’t entertainment — it was the way work-life balance, work-mode escape, and connection-outside-of-work have quietly become an unsolved problem at planetary scale.

Problem and opportunity slide — concerns include work-life balance, escape from work mode, interaction apart from work. Remote work population data: 15K Toptal, 59M USA, 1.56B world.
Problem framing · Remote-work scale

User research

100 responses, eight hours.

Quick survey to Toptal members and external freelancers. Returned 100+ responses in 8 hours — fast enough to inform every design decision that came after.

74%

No time for games during work — wellness has to fit between meetings.

60%

Play for stress relief, not competition. Calming over chasing.

56%

Want strategy / puzzle games that keep the mind busy.

50%

Prefer mobile over desktop for personal time — phone-first design.

Personas

Two people, two problems, one app.

A Toptaler inside the company’s ecosystem, and a Remote Freelancer outside it. Both validated by primary and secondary research — neither built on assumptions.

Two user personas: Toptaler and Remote Freelancer, side by side with insights from research.
Personas · Toptaler & Remote Freelancer

Approach

Four moves, fifty hours.

  1. 01

    Frame the real problem

    Remote work has scaled to 1.56B people worldwide and Toptal alone has 15K freelancers. The brief asked for a play-during-free-time mini-app — the real problem was work-life balance, isolation, and never quite escaping work mode. Solved that, not the surface ask.

  2. 02

    Validate with users in hours

    Ran a quick survey across Toptal members and external freelancers — 100+ responses came back in 8 hours. 74% had no time for games during work, 56% wanted strategy puzzles, 60% played for stress relief. Two personas emerged from the data and shaped every subsequent decision.

  3. 03

    Compete on concept, not features

    Competitive analysis showed the category is crowded with bland wellness apps. The differentiator: gamify well-being itself — every hour you invest in mentorship, health challenges, or community service grows a personal 'Verse' space. Recognition and self-satisfaction loop, not points-for-points-sake.

  4. 04

    Ship a full pitch in 50 hours

    Led UX and UI end-to-end while teammates handled illustrations and business analysis. Information architecture, sketches, style guide, 40+ mobile screens, interactive prototype, and a full pitch deck — built in 50 hours flat against a global field of 79 teams.

Concept

Gamify the well-being itself.

Instead of points-for-points-sake, every hour a user invests in health challenges, mentorship, or community service grows their personal “Verse” — a visual, evolving space they can be proud of. The loop is recognition and self-satisfaction, not vanity metrics. Optional competition layered on top for those who want it.

Concept slide — gamified work-life balance through health challenges, mentorship, community service, and virtual nature.
Concept · Gamified wellness loop

Information architecture

Structure first, screens second.

Mapped the IA before any high-fidelity work — clear navigation hierarchy, user flow paths, and entry points for each persona’s primary goal.

Information architecture diagram for the Topverse mobile app — navigation structure and user flow.
Information architecture · Mobile app navigation

Sketches & style guide

A team-shared visual system.

Built a lightweight style guide alongside the UI work — colours, components, interaction patterns — so the illustrator’s artwork and the prototype screens stayed consistent across the pitch deck and the live demo.

Sketches and style guide slide — illustrations, components, and visual system for Topverse.
Style guide · Sketches & components

My Verse · the payoff

A space you can be proud of.

As wellness habits accumulate, the user’s Verse grows from a stark work-only landscape into a thriving garden — with achievements like a community-funded hospital and a flourishing wellness park. Three visual states tell the entire story of the gamification loop at a glance.

My Verse — three states of the user's gamified space, from work-only landscape to thriving garden.
My Verse · Growth visualisation
Topverse app product screens — challenges, points and badges, profile space.
Topverse · Product screens

Deliverables & outcome

Eight deliverables. First place.

Unique gamified work-life-balance concept

User & market research (100+ responses)

Information architecture & user flows

Sketches, wireframes & supporting research files

Two validated user personas

40+ mobile-app screens

Interactive prototype

Pitch presentation & live demo

Deliverables slide — concept, research, IA, sketches, supporting files, 40+ screens, prototype, pitch presentation.
Deliverables · TopHats team

Reflection

“The brief asked for a game. We delivered a wellness platform — and won against 79 teams because we earned the right to reframe the problem before we drew a screen.”

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