Quizme

3-minute read

3-minute read

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Click Around

About the Project

Revolutionizing Online Trivia

IMPACT

1v1 Trivia Simulation

6 Pairs

Participated

Niche Topics

> Generic Topics

Marketing Website

57

Visitors in 24 hrs

14%

Conversion Rate

MY ROLE

Product Designer

Solo Project

TYPE

Mobile App

App Store and Play Store

TIMELINE

3 Months

2024

INDUSTRY

Online Gaming, Trivia, Tech

Online Gaming, Trivia, Tech

Mobile

TOOLS

Figma, Framer, Adobe Suite

Design

Google Forms, Whatsapp, Facebook, Reddit & Instagram

Google Forms, Whatsapp, Facebook, Reddit & Instagram

Communication & Marketing

Zoom, Google Meet, Google Scholar, ChatGPT

Zoom, Google Meet, Google Scholar, ChatGPT

Research & Ideation

PROBLEM

Why Trivia Platforms Lost Their Spark

Most traditional quiz platforms like Kahoot!, and Quizizz offer a static, one-size-fits-all experience. They lack social interaction, adaptive learning, and diverse content.

Niche Topics

Game of Thrones, NBA, etc.

Spontaneous Playing Options

Multiplayer Mode

Effective Gamification

Progression, Bragging Rights

Exploring the Trivia Rabbit-hole: What I Discovered

I explored the trivia landscape, studied player psychology and platforms, and conducted 12 interviews plus a Day in the Life UX exercise to uncover what keeps knowledge lovers engaged and why.

What started as DM’ing trivia lovers across 20+ Reddit and Facebook groups (until I got banned) eventually led me to stumble upon QuizUp, (not to be confused with Quizme) the game that redefined online trivia.

RESEARCH

QuizUp’s Rise and Today’s Reality

At its peak in the mid-2010s, QuizUp attracted around 5 million monthly active users, while Kahoot, today’s leading trivia platform, engages roughly 24.6 million monthly active users, nearly five times as many.

But, here's the broader picture:

In the mid-2010s, during QuizUp’s peak, only 1 to 2 billion people had smartphones. Today about 4.9 billion people, or 70 percent of the world, have them.

If QuizUp were competing today, it could reasonably project 25–30 million monthly active users, slightly edging past Kahoot’s ~24.6 million MAUs.

What was so special about QuizUp?

QuizUp stood out because it was one of the first trivia apps to blend real-time, head-to-head multiplayer gameplay with a massive range of topics.

Instant 1v1 Matches

Gave players the thrill of live competition

Niche Topics

Made trivia feel personal and relevant

Addictive Gamification

Created a sense of progress and status.

Lessons from QuizUp's fall

Monetization strategies fell short, while repetitive question design steadily drained user engagement.

Monetization Failure

App failed to monetize through ads, and in-app purchases.

Repetitive Questions

Repetitive Questions made the users eventually lose interest.

The Case for Reviving 1v1 Trivia

In my interviews and across Reddit and forums, players consistently said they miss QuizUp for its real time play, wide topics, and rankings. Many also looked for clones or alternatives which shows clear unmet demand.

With AI, generating fresh and varied questions becomes simple, making it much easier to overcome the problem of repetitive content.

Why this matters now

Most people between 18–34, along with teenagers drawn to fun and competition, spend hours on mobile entertainment.


While TikTok and Instagram can feel like empty distractions, trivia offers a healthier, more engaging way to connect and pass time.

SOLUTION

Introducing Quizme

A modernized 1v1 trivia experience designed as a gamified platform, enabling individuals to engage, connect, and demonstrate expertise in their areas of interest.

1v1

Trivia

Niche

Topics

Topic-wise

Leaderboard

Party

Mode

Custom

Badges

Quick

Quiz Bites

Designing for Fair Play vs. Exploitation

Companies behind games like FIFA, Clash of Clans, Fortnite, and Genshin Impact have often been criticized for exploitative monetization strategies that prioritize profits over player well-being. Source↗

On the other hand, games like World of Warcraft, RuneScape, FIFA Ultimate Team, and Pokémon GO show how players exploit glitches, loopholes, or mechanics to game the system. Source↗

The aim is to target the Fair Games Zone in the graph above.

GAMIFICATION

Gamification as the Growth Engine

Apps like Duolingo, Khan Academy, Headspace, and Codecademy mastered gamification by aligning their features with the core motivators in Bartle’s Player Type Taxonomy

Of Bartle’s four player types, the ones most closely aligned with Quizme’s core features are:

Killers

Driven by domination and the thrill of beating others.

Achievers

Thrive on progress, badges, ranks, and leaderboards.

01

Discovery

App's First Impression

Motivation

Curiosity, FOMO, desire to prove knowledge

Action

Try a Quick-Bite round, explore niche topics, challenge an opponent

Feedback

Instant match results, leaderboard previews, social proof

1v1 Quiz

Quick Bites

Niche Topics

Local

Regional

Global

Local

Regional

Global

Local

Regional

Global

Local

Regional

Global

Topic-wise Leaderboard

02

Onboarding

Getting used to the Game

Motivation

Build habit, feel rewarded, early recognition

Action

Play first matches, add friends, check streak, collect first badge

Feedback

Rookie Badge Unlock, Welcome Karma Streak, Personalized Stats

1

1

1

1

Active Streak

Friends

10/10

Left Game Early!!

10/10

Left Game Early!!

10/10

Left Game Early!!

10/10

Left Game Early!!

Karma Point System

Stats

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Custom Badges

03

Scaffolding

Playing the Game

Motivation

Long-term Progression, Competition, Anticipation

Action

Compete in topics, manage stamina, unlock badges, track stats, play with friends

Feedback

Level-ups, Leaderboard Shifts, Evolving Badges, Stamina Recharge Notifications, Karma maintained

Stamina

Local

Regional

Global

Local

Regional

Global

Local

Regional

Global

Topic-wise Leaderboard

Friends

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Custom Badges

10/10

Left Game Early!!

10/10

Left Game Early!!

10/10

Left Game Early!!

10/10

Left Game Early!!

Karma Point System

Local

Regional

Global

Local

Regional

Global

Topic-wise Leaderboard

04

Endgame

Completing the Game

Motivation

Prestige, Mastery, Identity, Community Respect

Action

Play high-stakes 1v1s, maintain streaks, climb seasonal leaderboards, show off badges

Feedback

Exclusive Status Signals, Hall of Fame, Public Leaderboard Recognition, Legendary Streak Rewards, Visible Karma Respect

Local

Regional

Global

Local

Regional

Global

Local

Regional

Global

Topic-wise Leaderboard

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Dumbledore's Army

Harry Potter

Custom Badges

10/10

Left Game Early!!

10/10

Left Game Early!!

10/10

Left Game Early!!

10/10

Left Game Early!!

Karma Point System

Friends

1

1

1

1

Active Streak

Local

Regional

Global

Local

Regional

Global

Topic-wise Leaderboard

VALIDATION

Testing Risky Assumptions

I identified and organized the core assumptions that needed to be validated for QuizMe to succeed as a business.

Users will play with friends and other people online (multiplayer).

The app will attract strong initial interest, ensuring a steady pool of players available for 1v1 matches.

MVP Insights

Users will play with friends and other people online (multiplayer).

I created two trivia quizzes and ran 12 simulated matches with friends and strangers across general and niche topics. Ads were tested mid-flow. I observed interactions, timed responses, and scored completion speed. Key findings revealed player behavior, helping me test if people enjoy online trivia with others.

To test my assumption I used:

Two users familiar

with one another

Two users unfamiliar

with one another

Set of 7 Questions

each for 2 topics

A platform to simulate trivia

Scoring System & Timer to win/lose

A video ad to assess

user’s enjoyment

Results

NPS = +92

12 Niche Topic Players

NPS = 83

Rated by General Topic Players

100%

Users watched the whole ad

Marketing Website

The app will attract strong initial interest, ensuring a steady pool of players available for 1v1 matches.

I launched a simple landing page with a bold “Sign Up for Early Access” button and tracked sign-ups to gauge my idea's appeal.

57

Visitors

20%

Sign-up

Rate

24h

Active

MONETIZATION

Monetization Done Right!

To balance engagement and revenue, I designed a freemium model where free players remain the backbone of the community while premium users unlock extended perks.

  • Stamina System: Players get ample stamina that refreshes every 12–24 hours, ensuring daily play without pressure. Extra stamina can be earned by watching ads or purchased, creating flexible entry points for casual and competitive players.

  • Smart Ad Placement: Ads appear only at pivotal moments, preventing interruptions while still driving value.

  • Karma Model: Inspired by Colonist.com, the Karma system ensures fairness and discourages exploitation, making competition feel rewarding rather than pay-to-win.

  • Premium Upgrade: For those who want more, premium unlocks include:

    • Ad-free experience

    • Unlimited stamina

    • Unlimited friends

    • Unlimited QuizBites

    • Ability to host themed party quizzes

This approach sustains growth by keeping free users engaged while offering clear, meaningful incentives for upgrading.

CONCLUSION

A Strong Case for the Future

A 20% conversion rate, and the sweeping success of the MVP demonstrates a massive potential for the Idea to work in the real world.

Next Steps

  • AI-driven question generation to keep content fresh and avoid repetition

  • Expand party modes and community features for deeper social engagement

  • Introduce cross-topic leaderboards and streaks to boost retention

  • Experiment with live tournaments and team play to scale excitement

  • Personalize gameplay using player behavior data for tailored experiences

This is just one story. See what else I’ve designed

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.

About the Project

Making casual cricket in the U.S. as easy as booking a movie ticket!

Quizme

3-minute read

Click Around

Click Around

IMPACT

1v1 Trivia Simulation

6 Pairs

Participated

Niche Topics

> Generic Topics

Marketing Website

57

Visitors in 24 hrs

14%

Conversion Rate

TYPE

Mobile App

App Store and Play Store

TIMELINE

3 Months

2024

TEAM

1 Product Designer

Solo Project

INDUSTRY

Online Gaming, Trivia, Tech

Online Gaming, Trivia, Tech

Mobile

TOOLS

Figma, Framer, Adobe Suite

Design

Google Forms, Whatsapp, Facebook, Reddit & Instagram

Google Forms, Whatsapp, Facebook, Reddit & Instagram

Communication & Marketing

Zoom, Google Meet, Google Scholar, ChatGPT

Zoom, Google Meet, Google Scholar, ChatGPT

Research & Ideation