Multi-team experience on Dream11
Dream11 is a fantasy sports platform where users create virtual teams, get points and compete with other users. The current flow is designed for single team creation, the challenge was to create experience for users creating multiple users.
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
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) → direct revenue impact.
users adopted the feature
Increase in Player info adoption
never switched tabs → strong engagement.
players added by 60% users, All 11 by 55%. of those users
“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.
UT was conducted on a mix of users both in offline and online setup to observe how users interact with the design prototypes: This helped us in two aspects:
How users are comprehending the designs
Any loopholes in the experience
Ideas on making it better
“Detailed insights will be shared in the design section.”
After multiple feedback rounds, the design was handed to developers. Over 90% of the original design was implemented, with minor compromises pushed to later releases due to timelines. Collaboration between design and tech ensured smooth execution.