Quiz Me
Product Design
Interaction Design
UX Research
About the project
Type
UX Research & Design, Market Validation
Role
Product Designer
Year
2024
Tools
Figma, Framer, Adobe Suite
Context and Problem
Most traditional quiz platforms like Kahoot!, Quizizz, and Google Forms offer a static, one-size-fits-all experience. They lack social interaction, adaptive learning, and diverse content. Limited topic variety, poor user interfaces, and no spontaneous play options further reduce engagement.
Project Goals
Provide an alternative to traditional pastime games like Sudoku or puzzles.
Make quizzes and trivia more interactive, dynamic, and engaging.
Serve niche audiences whose quiz interests are currently unmet.
The Solution
The Quiz Me mobile app offers a gamified platform where users can engage in 1v1 multiplayer matches, showcasing their knowledge across a wide range of personal interests in a fun and competitive environment.
Impact
The MVP required all 4 participants to watch an ad before accessing their third 1v1 multiplayer game. The accompanying landing page achieved a 14% conversion rate.
The Problem
Traditional quiz platforms like Kahoot!, Quizizz, ProProfs, Sporcle, and Google Forms often deliver the same static experience to all users, lacking personalization, adaptive learning, and meaningful social engagement.
No Social Elements
Most quiz platforms are solitary experiences. They lack features that allow users to interact, compete, or collaborate.
Lack of Diversity in Topics
Quizzes are often limited to a narrow range of subjects, which can alienate users with niche interests or diverse backgrounds.
Lack of spontaneous playing options
Outdated or clunky interfaces make navigation frustrating and reduce engagement.
Target Market
Quizme primarily targets individuals between the ages 18-34 who are highly active on mobile devices. Secondary target audience include teenagers who are drawn to the social aspects of fun and competition.
Research Process
Coming from a community of trivia experts and enthusiasts, I've often noticed how fragmented and unorganized the online quiz space feels. To explore this issue further, I took two key steps:
User Interviews
I conducted 5 interviews with a diverse group of individuals, from passionate trivia enthusiasts to dedicated academics, to understand their habits, frustrations, and expectations regarding quiz platforms.
A Day in Life
I used the UX research method “A Day in the Life” to immerse myself in participants' daily routines and observe whether and how quizzes naturally fit into their lives.
Key Insights
Users who frequently take online quizzes and trivia games primarily do so for entertainment purposes only.
The availability of high-quality, engaging quiz content is missing from online quiz platforms available today.
Users find personalized quiz experiences, such as leaderboards, progress tracking, and a sense of competition more engaging than general knowledge quizzes.
Users are more likely to continue using online quiz platforms if they play with other players or friends(multiplayer).
Bad UI, slow loading times, frequent crashes, repetitive questions can significantly impact user satisfaction with online quiz platforms.
The Solution
The Mobile App Quiz Me seeks to offer a gamified platform for people to gather and demonstrate their skills in their areas of interest.
Play vs Friend
Challenge your friends to a one-on-one quiz on any topic of your choice.
Play Online
Test your knowledge in 1v1 challenges on the topics you love, online.
Gamification
Climb the leaderboards, earn badges, join exclusive events, level up, and explore niche topics tailored to your passions.
Idea Validation
I needed to validate whether my idea could work in the real world as a viable business. To do that, I used the Risky Assumptions Matrix to organize the core assumptions that needed to be validated for QuizMe to succeed as a business.
I narrowed it down to the 3 most critical assumptions — ones that, if incorrect, could be detrimental to QuizMe’s entire foundation.
Users will play with friends and other people online (multiplayer).
Users want more quiz topics that resonate with heir interests.
The Idea will attract early users.
Risky Assumption
The Idea will attract early users.
Users want more quiz topics that resonate with heir interests.
XYZ Hypothesis
At least 50% of people who take 2 quizzes will tap on watch ad to play third quiz.
I believe that among those who view the landing page, at-least 10% will sign-up with their Email ID.
Method to Validate
Minimum Viable Product (MVP)
Landing Page
Topic Interest Survey
The MVP
4/4
People completed both quizzes
100%
Users watched the whole ad
Landing Page
I launched a simple landing page to introduce Quizme, featuring a bold “Sign Up for Early Access” button to grab attention and drive engagement. By tracking how many people signed up or showed interest, I measured how appealing the app was to potential users.
57
Total visitors in 24 hours
14%
Conversion Rate
Key Learnings
Figma does not allow if-else conditions, so it was impossible fot me to automate the Scoring System. To deal with is challenge, I manually sat beside one of the quiz takers to check the Time and answers and asked one of my friends to do the same with the opponent in real time.
Before using this quiz format I wanted to test another quiz format where people had to answer as many questions as they can under a time limit. This proved to be difficult as I found during the trial phases that some people were so fast that the no. of questions wasn’t enough.
I built and launched the site on Framer for free, so there was no custom domain — which made it seem fake (ironically). The comments made it hard to keep up the act.
A lot of friends and acquaintances messaged me asking if I got hacked — fair enough, it was just an experiment. But it taught me how to make it feel more real next time.
I tried running polls on Reddit, Twitter, and WhatsApp to gather data, but got banned from several communities for violating their guidelines — making it tough to collect meaningful data.
I tried running polls on Reddit, Twitter, and WhatsApp to gather data, but got banned from several communities for violating their guidelines — making it tough to collect meaningful data.
Conclusion
A 14% conversion rate, and the sweeping success of the MVP demonstrates a massive potential for the Idea to work in the real world.
Revenue Streams
Next Steps
Based on the findings from pretotyping experiments, it is a sensible option to start the app with more generalized and well-known topics and then progress to 'niche' topics once additional resources are available.
With the MVP, I was able to prove that there is significant interest in the app’s gameplay. I believe it is worth allocating significant resources to Branding and Marketing of the QuizMe App.
Liked what you saw?
There’s a lot more where that came from. Browse through my other projects to see how I tackle problems, experiment with ideas, and create meaningful experiences.