Glance Tournament

In 2018, Glance made waves in the gaming industry with the introduction of Tournament —the first of its kind, and Inmobi's significant successes, marking a significant milestone in the evolution of gaming lock screens.

Despite remaining unchanged, the Glance tournament's user engagement has stayed consistent, with users interacting twice daily. However, the daily active user count continues to fall short of the game center's overall user base.


I was proud to be part of the project of revamping the tournament experience for India's first unicorn startup.

To comply with my NDA, I have omitted unpublished data and obfuscated confidential details in this case study. All processes mentioned are my own and do not necessarily reflect the views of Glance.

GitHub

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GitLab

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VS Code

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Role

Over the summer of 2022, I had an opportunity to lead the design of Glance Tournaments.

Team

Aman Srivastava (UX)

Divya Goel (PM)

Initial Timeline

May 22 – Sept 22 (4 Months)

01—Context

Problem Context

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

2.0x

Game Session

2.5x

Gameplay per day

1.5x

Game Duration

Early Cohort Study Insights (via Telegram Groups):


Problem 1: Discovery—Users struggled to find tournaments.

Problem 2: Recognition—Tournaments lacked distinct branding and recognition.

Problem 3: Basic Experience—The tournament experience felt too simplistic, failing to offer depth.


Quick Fix: To fix Problem 1, we increased visibility by recommending more tournament cards at various touchpoints, which requires little effort but has a high yield impact. However, we saw an increase of 2%, and the quality of users was very inorganic. This led us to re-evaluate our approach and focus on a more comprehensive solution.

Proposed Solution

Revamping Tournaments

01—Context

User Behaviour On Glance Lockscreen

Users on Glance passively interact with content in short bursts, often spending just a few seconds to a minute on the lock screen. They prefer engaging yet non-intrusive content, allowing them to choose their level of interaction.

01—Context

Problem Context

01—Context

Problem Context

Gamers who played Hyper-Causal Tournaments drive higher overall engagement. Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

2.5x

Gameplay per day

1.5x

Game Duration

2x

Game Session

01—Context

Problem Context

Gamers who played Hyper-Causal Tournaments drive higher overall engagement. Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

2.5x

Gameplay per day

1.5x

Game Duration

2x

Game Session

01—Context

Problem Context

Gamers who played Hyper-Causal Tournaments drive higher overall engagement. Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

2.5x

Gameplay per day

1.5x

Game Duration

2x

Game Session

01—Context

Problem Context

Gamers who played Hyper-Causal Tournaments drive higher overall engagement. Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

Gamers who played Hyper-Causal Tournaments drive higher overall engagement.

2.5x Gameplay per day

1.5x Game Duration than without tournament gameplay.


Still, Tournaments DAU is Only 6% of Game Center.

2.5x

Gameplay per day

1.5x

Game Duration

2x

Game Session

contact@amansrivastava.co

contact@amansrivastava.co

contact@amansrivastava.co

contact@amansrivastava.co

© Aman Srivastava and respective copyright holders.