All cases Post-launch

Why was almost no one using the new teammate finder?

A new feature for finding teammates had low adoption. Research showed the problem wasn’t the feature itself, but finding it.

Company
Cyprus
Role
Senior UX Researcher
Period
2025 – 2026
Methods
Survey, interviews, A/B

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:

Survey with 652 users To measure awareness, usage and satisfaction with the feature at scale.
8 interviews To understand the why behind the numbers in depth.
A/B test data To cross-check what people said with what they actually did in the product.

Findings

01

Discovery was the biggest gap.

32% of users didn’t know the feature existed. Before improving the experience, people needed to find it.

02

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

32%didn’t know the feature existed
82%satisfaction among those who played together
36%satisfaction among those who never interacted

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.

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