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 Dream11โs 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.
RMG
Game experience
2 Designers
Product Designer (IC)
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.
PCJ (Paid Contest Join) โ direct revenue impact.
users adopted the feature
Increase in Player info adoption
never switched tabs โ strong engagement.
players added by 60% users, All 11 by 55%. of those users
โI 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 minutesโthe deck remained untouched. Thatโs the power of prototyping.โ
I built high-fidelity prototypes in Protopie to test complex gameplay flows early, since low-fidelity versions couldnโt capture the required logic. This helped align stakeholders quickly and get accurate feedback, reducing iterations.



























