Fundoo Friday is an employee engagement platform for remote/hybrid companies to enable better peer-to-peer connections among employees. Fundoo Friday offers a wide range of unique single-player and multiplayer games for the employees.
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This document outlines the requirements for incorporating the recurrence feature to schedule games as series into the platform to improve engagement and retention.
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The retention rate of Fundoo Friday is at the rate of 4%. Almost 90% of the activated users drop off after 14 days of being onboarded. Ideally, we should be retaining at least 30% of the activated users to be able to gather enough feedback about the platform and keep reiterating to make Fundoo Friday a better product and get close to the stage of monetization.
If we implement schedule game recurrence feature
Then the retention metric would increase to 30%
Due to the repeated engagement loop
Engagement and Retention cannot be improved by implementing the schedule game recurrence feature to enable the users to build a habit of engaging with the platform repeatedly.
The goal is to retain and engage existing and newly activated users resulting in better perception of the core value proposition of the platform, therefore increasing the natural frequency of the user and paving towards the stage of monetization.
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Even in the worst-case scenario, if the experiment is successful, we will have to scale the experiment.
This is the link to the page where the experiment will be conducted.
Fundoo Friday - Create Seven Stone Game
The reports show that most of the organizations drop off by the end of two weeks.
Also based on users' feedback, since there is no element to drive the users back to the platform, they stopped logging in.
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The current design does not have the option to set recurrence for any game being scheduled. This will be considered the control version for this experiment.
This screen has been chosen to be test variation A.
All the options have been aligned vertically in a single column with the option to set recurrence.
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This screen has been chosen to be test variation B.
All the options have been aligned vertically in a double column with the option to set recurrence.
Previously onboarded companies will be considered to remove any bias
Control: 15 companies
Variation A: 10 companies
Variation B: 10 companies
From 25th May to 25th June or till we're statistically significant; whichever is earlier
Implementation and A/A testing have been done successfully by the tech team
As per the feedback from a few users, variation B was chosen to be preferable.
This hypothesis will be validated once the experiment results render statistical significance.
The experiment will be initiated in the upcoming week and I'll be updating my core learnings post the experiment.
If the experiment is successful, we will be implementing default options to schedule games and host quests, challenges, and events on a recurring basis with unique themes to improve the game recurrence feature even better.
If the experiment is unsuccessful, we will be enabling the cross-organizational tournament feature to compete with other companies and not just internally. This might increase the chances of engagement and retention as one company which is a power user will drive another company which is a casual user through challenging competition.
This experiment has been approved by the stakeholders and also all the bottlenecks to conduct this experiment has been addressed with the cross-functional participants.
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