Karan Sanas
Karan Sanas

Small projects and experiments

** Click on the images to make them larger **

Working at a mid-stage startup that's discovering its product-market fit brings with it a lot of incremental projects and experiments. Besides designing the regular potpourri of projects picked by the leadership, I was also encouraged to take ownership of projects that I thought would add value to the product but weren't necessarily on the roadmap.

Stars vs. Accuracy

Happy stars credit, Vijaya Aswani, Illustrator @Quizizz.

The game-end summary on Quizizz shows an accuracy bar with a percentage indicator. While this design didn't need 'fixing' I thought it could be improved to encourage all students to aim for a 90%+ accuracy.

Team: One designer/product owner (me), one engineer, one illustrator.

Assumption: Your accuracy in any game is linked to your ability while the number of stars you achieve is a proxy for your effort.

Goal: Increase student engagement and encourage quiz mastery by using a familiar star metaphor on the summary screen.

Outcomes

  • Students had a replay rate of 12.11% in MAIN and 12.06% in EXP

  • Because no statistically significant conclusions could be drawn (even after increasing exposure) and because there was a negative change in replay rates the experiment was concluded as a failed experiment.


Improve activation

Next, I'd like to incentivize users with a free month of Quizizz SUPER to check out power features.

Team: One designer (me), one engineer, one illustrator.

Assumption: Activation rates have always been low but new user growth is high. The more users activate, the more increase we see in growth and revenue.

Goal: Use gamified tasks to nudge teachers to explore all features that Quizizz has to offer.

Docs: Post-experiment data analysis sheet

Outcomes

  • Over 20 days: Slightly more teachers activate globally and in the US—2% and 3% respectively.

  • Globally, more teachers created and played more lessons.

  • In the US, more teachers played a LOT more homework games.

  • The experiment was concluded as successful.


Pre-Game NeUI

Pomegranate Minderbender is the longest name that can be generated using the Quizizz nickname factory.

Intro

Earlier on Quizizz, students would enter a game code and their name in the same component on the same page, after which they'd join the game experience. With this screen, the idea was to give them a breather between the landing page and the game and allow them to change their personal game settings.

Team: One designer (me), one engineer, and one product manager.

Goal: with 30M+ monthly impressions on the earlier page, can we split it up such that we add value AND add to our top-line revenue.

Outcomes

  • Students can now change game settings before the session, instead of during a session.

  • Splitting the 'Enter a code' and 'Enter your name' components reduced engineering debt.

  • This page brought in an additional $15,000 in monthly ad revenue through child-safe ad partners such as SuperAwesome


Motion and interaction

A yellow mystery cube would give you and everyone else either the 'Power Play' or the 'Glitch' powerup. Part of a larger project to explore revenue opportunities through paid in-game vanity upgrades for students
Explaining this feature to teachers with only words would mean long bodies of text and a near 100% chance of it not being read.
This was one of my very first micro-interactions. The goal here was to improve SEO score by adding links for quiz categories on the landing page.
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