Challenge yourself on your favorite playlists.

Timeline

2 weeks

Support

Mobile

Scope

Discovery & Delivery

Tools

Figma, Notion, Google Workspace

Context

The Client

Alexis Czornomaz, VP Product Design at Deezer

What is Happn ?

Deezer is a music streaming app that not only lets you listen to, discover, and collect music but also enhances your experience with features like concert updates, friend-based music compatibility, and interactive music games, positioning itself as an Experience Service Platform (ESP).

The Problem

How can we make the Music Quiz feature more stimulating, particularly in terms of social interaction, to positively impact Deezer's consideration?

Key Metrics

Increase the acquisition rate of new users by 10% within six months by leveraging the innovative and socially engaging "Music Quiz" feature to enhance Deezer's brand consideration and differentiation in the market.

Road Map

We worked on this project as a team of 3 Product Designers with everyone involved in every step of the process.

🔍 UX Research

Understand the habits, motivations and opinions of our users.

🧠 Ideation

Benchmark the competition & generate many ideas.

📱 Prototyping

Materalize our ideas into a high-fidelity prototype in Figma.

🔬 User Tests

Get quality feedback from our users to challenge our solution.

✨ Iterations

Fix flaws & improve our solution to remove frictions.

UX Research

To better understand the problem we were trying to solve and the motivations of our users, we conducted qualitative user research.

Objectives

  1. What makes a game engaging and replayable?

Understanding and enhancing the elements that drive excitement, satisfaction, and replayability, while reducing frustration, is key to keeping players engaged.

  1. How can we strengthen social interactions in a game?

Fostering competitive rankings, meaningful communication, and achievement sharing is crucial for creating a more connected and socially engaging gaming experience.

Interviews Parameters

Semi-directive interviews

Google Meet

45 minutes

Active gamers

4 men

28-39 years old

What we learned

4/4 users

Competition is fun when it's accessible and specific

"If there is a difference of 50 points, I can motivate myself to surpass myself and gain points."

-Vincent

4/4 users

Sharing successes strengthens social bonds

"If I can share it, I provoke friends to say, "Your turn! I'm happy, it makes me happy."

-Samuel

4/4 users

Players expect rewards commensurate with their time and effort.

"I'll do a challenge if it's accessible to the average person, 400h for an achievement I'll drop it."

-Stevan

Revised Problem Statement

Thanks to all these insights, we were able to refine and reframe the initial problem.

How can we make the Music Quiz competition more satisfying while adding a social dimension?

Objective 1 : Increase the number of returning users by 15%.

Objective 2 : Boost performance sharing to peers by 20%.

Benchmark

Gamification

We wanted to understand how apps can use gamification and delight to motivate users to consistently engage with their content.

Duolingo

Daily quests and events that make you want to come back every day to complete them.

Duolingo

Ability to share your successes and learnings on your favorite social media sites.

Achievements

We looked into apps with achievements to see how they materialize rewards and motivate users to pursue them.

Steam

Complete list of achievements, showing both locked and unlocked ones.

PlayStation App

There is one "master achievement" that makes you want to complete them all.

Prototyping

It was now time to get our hands on Figma to build a high-fidelity prototype.

We tried to improve the replayability of the game by adding accessible yet challenging achievements, as well as adding some social interaction through the sharing of successes.

On the main screen of the music quiz, we added a profile card and a list of recent achievements.

View More

When you access a playlist to play on, you can see the 3 challenges at a glance, as well as the master achievement of the playlist.

View More

At the end of the music quiz, we added a full-screen prompt to celebrate the completion of the master achievement.

View More

If you decide to share your success, there is a beautiful card you can send to your friends, fans, etc.

View More

User tests

We conducted user testing and iterated on the first version of the prototype because this approach allows us to identify and address usability issues early, ensuring a more refined and user-friendly final product.

Objectives

  1. Understanding of badge mechanics

Evaluate whether users grasp the principles of earning badges and find the challenge-reward system intuitive.

  1. Effectiveness of shareable achievements

Assess how well shareable achievement cards motivate users to engage with and display their accomplishments to peers.

  1. Flow efficiency and usability

Determine if the overall flow and usability of the achievements and rewards system enhance user experience and make interactions smooth and efficient.

Test Parameters

Semi-directive interviews

Google Meet

30 minutes

Active gamers

4 men

22-39 years old

Learnings & Iterations

We learned a lot from the testing, so we made a few tweaks to our prototype to solve most of the problems users were having.

The badges and covers didn’t match...

5/5 users didn’t understand the correlation between playlists and badges.

I think it's a shame that the badge and the playlist image don't match.

-Vincent

What we changed

We have created a new style for the covers and the badge so that they match each other.

We also changed the playlist covers to match the new style, and added a preview of the challenges in progress.

Version 2

The master achievement was confusing...

3/4 users didn’t understand how to unlock the master achievement.

“I understand the badge, but I don't understand the link between the objectives and the badge.”

-Samuel

What we changed

We've redesigned the challenge hierarchy from the ground up so that it's less visually distracting and easier to understand that the master achievement is earned by completing all the challenges below it.

Version 2

The card sharing option was a success !

3/4 users found that it was a great idea to taunt their friends.

2/4 users would’t understand where the card came from if they received it.

“I could have sent the image as it is, but I don't know what he's talking about, what app it’s from”

-Nicolas

What we changed

We changed the wording, the hierarchy of the information displayed and added the Deezer logo.

Version 2

And then we added a little something

We have added a challenge of the day, which is displayed as a card on the main music quiz screen. This is a new incentive for users to challenge themselves to play more games to improve their listening skills and musical knowledge.

Final version

After all this work, it is finally time to showcase the final version of our work, enjoy !

Conclusion

KPIs to track

To validate the impact of our solution, we suggest tracking :

The number of achievements obtained

The number of cards shared on social media

To go further

  • Work on the ranking view to have both a global ranking and an "among friends" ranking.

  • Add more animation and delight to generate more dopamine with each small success.

Feedback

Why the Deezer team members really liked our project ?

  • The project is in the Deezer style and visually appealing.

  • The challenge of the day was a great addition to encourage users to continue using the feature.

  • We designed our solution with business metrics and KPIs in mind.

Thanks

This project was made with 💜 by Rémy Ibos, Benjamin Gommard & Guillaume Demarquez

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