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 Dream11’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) → direct revenue impact.

>40%

>40%

users adopted the feature

+8%

+8%

Increase in Player info adoption

>30%

>30%

never switched tabs → strong engagement.

≥7

≥7

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


“I 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 minutes—the deck remained untouched. That’s the power of prototyping.”

I built high-fidelity prototypes in Protopie to test complex gameplay flows early, since low-fidelity versions couldn’t capture the required logic. This helped align stakeholders quickly and get accurate feedback, reducing iterations.