Multi-team experience on Dream11

Multi-team experience on Dream11

This project focused on a small but influential segment: power users. Although they make up only 5% of the overall userbase, they contribute over 70% of Dream11โ€™s revenue. Designing for them meant dealing with high-stakes complexity, intense usage patterns, and workflows far beyond the single-team experience the platform was originally built for.

Industry

Industry

RMG

Team

Team

Game experience

Team size

Team size

2 Designers

Role

Role

Product Designer (IC)

Responsibilities

Responsibilities

Strategy & Goal-setting,

Defining problems,

Data informed design, Collaboration with Product, analytics and Dev

Detailed user flows and high-fidelity screens

Brief

A multi team creation journey for users where users can create, edit and manage multiple teams with ease using different assistive tools

Challenges

  • Aligning multiple stakeholders from different teams.

  • Habitual users resisting new workflows.

  • Multi-step team creation increases cognitive load.

  • Integrating a single-screen flow without disturbing 1-team users.one

  • Managing complex interactions and transitions.

Learnings

  • Prototypes speed up stakeholder alignment.

  • Gradual UX changes work better than forcing habits.

  • Early user testing reveals hidden issues.

  • Collaboration with copy/dev ensures clarity.

  • Focus on core 20% features for 80% value.

  • Behavioral insights help balance familiarity & efficiency.

+0.87%

+0.87%

PCJ (Paid Contest Join) โ†’ direct revenue impact.

>40%

>40%

users adopted the feature

+8%

+8%

Increase in Player info adoption

>30%

>30%

never switched tabs โ†’ strong engagement.

โ‰ฅ7

โ‰ฅ7

players added by 60% users, All 11 by 55%. of those users

Process followed

Process followed

High level concept flow

High level concept flow

Stakeholder alignments using prototypes


Stakeholder alignments using prototypes


โ€œI remember an incident when the team had prepared a full-day deck for a stakeholder meeting. I just showed the prototype first, and the meeting, scheduled for an hour, ended in 15 minutesโ€”the deck remained untouched. Thatโ€™s the power of prototyping.โ€

I built high-fidelity prototypes in Protopie to test complex gameplay flows early, since low-fidelity versions couldnโ€™t capture the required logic. This helped align stakeholders quickly and get accurate feedback, reducing iterations.