ConsumerGrowthPLG
VitaFit — Retention & Habit Loop
From 28% Day-30 retention to a 40% target with shame-free reactivation.
- Role
- Product Lead (Self-driven)
- Timeline
- 2024
- Retention target
- 28% → 40%
- Churn target
- 8.5% → 5.5%
Problem
Day-30 retention sat at 28% vs. a 35–45% benchmark; session frequency fell from 1.8 → 0.6/week by Month 3, and 62% of churned users cited ‘lost motivation’ on exit.
Solution
Synthesized funnel analysis, 24 customer interviews, and Strava/Duolingo/Peloton benchmarks into a 5-tier FitPoints gamification system, Tribe Challenges, and a shame-free 4-tier Soft Return System with instructor video check-ins and a Graceful Churn Protocol.
My contributions
- Ran qualitative research and JTBD synthesis end-to-end.
- Designed the gamification model, tribe mechanics, and soft-return ladder.
- Authored a 3-phase A/B rollout with guardrail metrics.
Results & learnings
- Target retention 28% → 40%, churn 8.5% → 5.5%.
- Reactivation framework adopted as the model for future lifecycle work.
Stack & methods
JTBDA/B testingFunnel analysisGamification design