I led the redesign intended to make power-ups a more essential part of the gameplay experience. The challenge was to increase engagement without taking away the core educational aspect of the product.
As a B2C2B product, the idea was to make Quizizz the student’s and teacher’s preferred teaching/learning OS. This would in turn influence purchase decisions at the school and district levels.
The student Net Promoter Score (NPS) rating went up by 9 points.
The thrill and challenges of designing for core production software and how to optimize gamification practices for the classroom.