Context
At Gameram, the product’s value lies in playing with other people. A new feature for finding teammates launched, but adoption fell short of expectations.
Research question: why is adoption low, and what really matters to people who use the feature?
Approach
No single data source could explain the problem. The numbers showed low adoption, but not the reason. So three sources were combined:
Findings
Discovery was the biggest gap.
32% of users didn’t know the feature existed. Before improving the experience, people needed to find it.
Playing together is linked to satisfaction.
82% of users who played together were satisfied, versus 36% of those who never interacted. That showed the value of bringing more people to this experience.
Outcome
The research shifted the conversation: the team stopped asking “what’s wrong with the feature?” and started asking “how do people get to it?”.
Some details have been omitted for confidentiality.