Product design · Mobile app · B2B2C · Gamified learning

9 in 10 left
at the door.
I found out why.

Users came to learn about investing and got a questionnaire instead. Eight questions later, most were gone.

Real metrics, recreated screens. Numbers compare new users before and after each release.

Diagram: 20 users came to learn; 18 left during 8 questions. After the fix, 2 steps, and 7 of 20 reach the first lesson.

34.75% weekly onboarding completion · up from 9.25%

Diagram: 20 users came to learn; 18 left during 8 questions. After the fix, 2 steps, and 7 of 20 reach the first lesson.

34.75% weekly onboarding completion · up from 9.25%

Chapter 1 · The leak

Users didn’t leave because it was hard. They left because it was unclear.

Each fix starts with a question users were asking.

Where users left

Fix 1 · Onboarding

The user asked

“What do I get out of this?”

What users faced

Eight profiling questions before users saw any value.

What I changed

A two-step preview of the learning path, with visible progress.

34.75% weekly onboarding completion, up from 9.25%

Before

Onboarding before: question 1 of 8 in a profiling questionnaire.

After

Onboarding after: a welcome screen previewing the learning path.

Fix 2 · Learning path

The user asked

“What do I do now?”

What users faced

A slow loading screen, then a 3D town with no next step.

What I changed

A path of chapters. The next lesson is always up front.

95–97% path adoption, up from 0–21%

Before

Learning-path screen before the redesign: an illustrated 3D town home with no clear next step.

After

Learning path after: a column of chapters with the next lesson up front.

Fix 3 · Feedback in exercises

Same fix, example 1 of 2.

The user asked

“Did I get it right?”

What users faced

No feedback until a scorecard at the very end.

What I changed

Instant color-coded feedback on each answer.

No number here, just fewer “wait, what?” moments.

Before

Exercise before: an answer selected, with no feedback until the end.

After

Exercise after: a correct answer marked in green right away.

Fix 3 · Feedback in quizzes

Same fix, example 2 of 2.

The user asked

“Wait, was that right or wrong?”

What users faced

Dry true/false questions with near-identical buttons.

What I changed

A card you swipe or tap. Green always means right. Red always means wrong.

47–50% quiz engagement, up from 34–38%

Before

Quiz before: a true/false question with two near-identical buttons.

After

Quiz after: a swipe card where green means right and red means wrong.

A deeper problem · Trading

Proposal

Users stayed. Now they needed a reason to come back.

The user asked

“What brings me back?”

What I proposed, ahead of the problem

Let users spend the coins they earn on simulated trades, straight from a lesson, with no real money at risk.

I pitched the full loop, and the team planned it for a future release. Trading practice shipped first: I pushed for it, and a teammate designed it.

Trading Floor

Proposal: the Trading Floor, buying a stock with learning coins.

Lesson to trade

Proposal: a celebration screen leading from a finished lesson to a trade.

Chapter 2 · What I learned

What I’d bring to your team.

One lesson, two honest notes.

The lesson

Read the funnel before the screens.

Numbers told me where users left. Users told me why. The screens were the easy part.

How I worked

AI sped up the research. I checked every number.

AI turned the reports and interviews into clear findings. Those findings chose the design, not my taste.

What I’d measure next

Whether the wins last.

Week-four retention for users who finished onboarding, and whether path use holds beyond the first session.

Next case study · Design system · Mobile app · Built from scratch

Users tripped over the cracks. Developers hit the iceberg.

View case study