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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
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
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Students had a replay rate of 12.11% in MAIN and 12.06% in EXP
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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
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
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Over 20 days: Slightly more teachers activate globally and in the US—2% and 3% respectively.
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Globally, more teachers created and played more lessons.
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In the US, more teachers played a LOT more homework games.
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The experiment was concluded as successful.
Pre-Game NeUI
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
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Students can now change game settings before the session, instead of during a session.
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Splitting the 'Enter a code' and 'Enter your name' components reduced engineering debt.
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This page brought in an additional $15,000 in monthly ad revenue through child-safe ad partners such as SuperAwesome