04 · COSMETIC PROGRESSION SYSTEM

Words With Friends 2 - Tile Styles

A collectible cosmetic system that turned the tile, the most-touched surface in Words With Friends 2, into a way for players to progress and personalize, without touching core gameplay.

Role
Senior UX Designer
Team
  • Product manager
  • UX Director
  • Eng manager
  • 3 Engineers
Timeline
2017 - 2018
Tools
Sketch, React, Adobe Photoshop, Adobe Illustrator
  • Daily Active Moves +3%
  • Ad revenue per 1% lift ~$1M/mo
SANGFOLIO ▸ WORDS-WITH-FRIENDS ● ● ●
Words With Friends 2 - Tile Styles cover

Tile Styles are collectible cosmetic tile sets that let players personalize their game experience without affecting gameplay. They can be earned, unlocked, or purchased. They give players a reason to come back, and something to show for it.

The problem

Retention opportunity

Words With Friends 2 had no long-term progression. Once players settled into the routine, there wasn’t much pulling them back.

Original Words With Friends 2 board, pre-Tile Styles

The approach

Exploring the player experience

I explored ways for players to browse and switch tile styles without breaking the game underneath. Keeping the board visible mattered. Players rely on spatial context and rhythm, and hiding the board breaks both. I tested navigation patterns in wireframes and prototypes, optimizing for speed.

A competitive review of cosmetic inventory systems informed decisions around rarity, organization, and placement within the product.

Competitive inventory analysis

The vision

Tile Styles

Build a collectible cosmetic system that gives players a reason to come back and a way to make the board their own, without interfering with the gameplay underneath.

Tile Styles concept

The solution

Tile Styles added a cosmetic progression layer to Words With Friends 2. Players collect “paint” through gameplay to complete tilesets, equip styles on the board, and switch quickly without breaking flow. The system gives players something to chase, something to earn, and a board that feels like theirs.

Tile Styles in board context

The framework

  • Visible over Hidden.

    Ensure players can preview and switch tile styles without confusion or disruption. Keep interactions simple, visible, and intuitive.

  • Flow over Friction.

    Prioritize preserving the core gameplay rhythm over adding visual embellishments. Cosmetic features must never slow players down.

  • Expression over Uniformity.

    Support personalization by making each tileset feel distinct and meaningful, encouraging players to express themselves through the styles they earn.

  • Optional over Forced.

    Respect long-time players’ muscle memory. A global on/off switch lets the system live alongside the familiar game, never on top of it.

Tile switching

I designed the switching flow to preserve board visibility and keep players in rhythm. Showing styles in context allowed players to quickly judge readability and visual balance. Each tileset needed to feel distinct to encourage expression and collection.

Tile switching in context

Progression

”Paint” as the collection thread

A key design question was determining what players should collect before completing a tileset. I introduced the idea of “paint” as a thematic resource used to finish a style. This narrative approach tested well. It gave players a clear story behind progression, and the collection loop went from abstract to obvious.

Paint collection system

Reflection

Global on/off control

Because players can be sensitive to features that alter the core experience, I designed a global on/off control for Tile Styles. That gave skeptical players an out, and let the familiar board stay familiar.

Global on/off control

Onboarding

Discovery through the profile badge

To help players discover the inventory organically, I surfaced it through a profile badge. This approach avoided disrupting play, but in hindsight it may have been too passive. A more guided onboarding could have improved discovery while still respecting the core loop.

Profile badge discovery

Prototyping

Skip-friendly reward flow

Prototyping revealed timing issues and edge cases in the rewards flow that forced players through several consecutive screens. To reduce friction, I introduced a “tap anywhere to skip” interaction, allowing players to control pacing and stay in flow.

Skip-friendly reward flow

The execution

The impact

Tile Styles gave Words With Friends 2 a long-term progression loop without touching the core game. The +3% lift in Daily Active Moves is summarized in the top metrics.

Each 1% lift represents roughly $1M in monthly ad revenue.

Project learnings

Designing for a 12-year-old player base meant designing around the gameplay, not on top of it. The “global on/off” was a guardrail against my own enthusiasm, and probably the single decision that made the launch land cleanly. The best cosmetic systems aren’t loud. They sit quietly until the player chooses to wear them.