Role

Design Manager (Lead)

Team

Product Manager, UX Researcher, 2 Product Designers, Engineering Team, Data Analyst

Brands

GamesKraft (Rummy Prime)

Platforms

Mobile (Android & iOS)

Transforming Post-Game Frustration Into Player Learning

Rummy Prime Replay System

Overview

Rummy Prime is a competitive skill-based card game where players constantly seek to improve their performance and maximize their chances of winning.

While the gameplay experience was robust, players had one recurring frustration:

• Once a game ended, there was no way to understand what actually happened.

Players knew whether they won or lost, but they couldn't answer questions such as:

• Where did my opponent get the winning card?
• Did I lose because of a poor decision or bad luck?
• When did my opponent complete their pure sequence?
• Which move changed the outcome of the game?

As a result, players often attributed outcomes to luck rather than skill, reducing trust, engagement, and opportunities for improvement.

To solve this, I led the strategy and design direction for an interactive Replay System that transformed completed matches into learning opportunities.

The Challenge

The initial ask from the business was straightforward:

"Can we build a replay feature?"

However, after early discovery, it became clear that replay wasn't the actual problem.
Players weren't asking to watch games again.
They were asking for answers.

The real challenge became:

How might we help players understand why they won or lost so they can become better players?

This reframed the initiative from a feature request into a player-learning problem.

Business Context

Rummy is fundamentally a game of skill.

The more players understand the game, the more likely they are to:

• Continue playing
• Participate in tournaments
• Feel confident in outcomes
• Invest time and money into improving

When players cannot understand outcomes, they often experience:

Distrust

"The game feels unfair."

Frustration

"The opponent got lucky."

Churn

Players stop engaging because they believe improvement is outside their control.

Confusion

"I don't know what happened."

Goals

The objective was not simply to provide replay functionality.

The goal was to create a system that would help players:

Analyze

Understand how a game unfolded.

Reflect

Identify mistakes and missed opportunities.

Learn

Discover patterns and strategies.

Improve

Apply insights in future games.

This aligned closely with both player needs and business goals.

My Role

As Design Manager, my contribution focused on defining the product vision and ensuring the team solved the right problem.

Responsibilities

• Leading discovery and research
• Defining strategic direction
• Facilitating stakeholder alignment
• Driving opportunity mapping
• Prioritizing features
• Reviewing experience design
• Collaborating with engineering on feasibility
• Presenting recommendations to leadership

Rather than focusing solely on screen-level design, I was responsible for ensuring the solution balanced:

• User value
• Business impact
• Technical feasibility

Discovery & Research

To understand player behavior, we conducted interviews with players across multiple skill levels.

Player Segments

• Social Players
• Casual Players
• Novice Players
• Experienced Players
• Competitive Players

What We Learned

Different player groups had different motivations, but all of them shared one common need:

They wanted to understand what happened after a game ended.

Experienced and competitive players were especially interested in improving their decision-making and learning from mistakes.

Meanwhile, casual players wanted reassurance that they hadn't missed something obvious.

Across all interviews, players consistently described replay as a learning tool rather than an entertainment feature.

A Key Research Exercise

To better understand post-game thinking, we conducted offline gameplay sessions with high-value players.

Instead of asking players what they wanted, we observed how they reflected immediately after a game ended.

After each match, players naturally began asking questions.

The Questions Players Wanted Answered

During the exercise, we observed a consistent pattern.

Players repeatedly asked:

1. Where did this card come from?

2. What cards did my opponent have at the start?

3. Why did they pick that card?

4. Did they get too many jokers?

5. When was the pure sequence formed?

6. Which move caused me to lose?

7. Was I unlucky or did I play badly?

8. What came from the closed deck?

• This became the most important insight of the project.
• Players weren't looking for replay.
• They were looking for explanations.

Synthesizing Insights

After analyzing research findings, we identified four primary pain points.

Lack of Game Analysis

Players had no way to review how a match evolved over time.

Limited Self-Assessment

Players struggled to evaluate the quality of their decisions.

Inability to Learn From Others

There was no way to study stronger players or understand successful strategies.

Lack of Clarity Around Opponent Moves

Players couldn't understand how opponents built winning hands.

From Pain Points to Opportunities

Rather than jumping into solutions immediately, we mapped each pain point to a potential opportunity.

This framework helped align product, design, and engineering around a shared vision.

Pain Point

Lack of Analysis

Limited Self Assessment

Learning From Others

Opponent Clarity

Opportunity

Interactive Replay

Visual Progress Indicators

Opponent Visibility

Timeline-Based Insights

Product Vision

We defined the vision as:

Turn every completed game into a coaching moment.

• This became the guiding principle for all design decisions.
• The objective was not to recreate gameplay.
• The objective was to help players learn.

Exploring Solutions

The first major decision involved determining how replay should work.
We explored two approaches.

Option 1: Video Replay

A traditional recorded replay similar to watching a video.

Benefits

• Familiar interaction model
• Simple mental model

Challenges

• High storage requirements
• Increased bandwidth costs
• Limited interactivity
• Difficult to analyze specific moments

Option 2: Simulated Replay

A reconstructed replay based on gameplay events.

Benefits

• Lower storage costs
• Faster loading
• Interactive controls
• Ability to inspect specific moments

Challenges

• More complex implementation

Strategic Decision

We chose simulation-based replay.
Although technically more complex, it aligned significantly better with the learning objectives.
Players needed investigation tools, not video playback.
This decision became foundational to the experience.

Designing Around Questions

Instead of designing generic replay controls, we designed the experience around the questions players wanted answered.

Question 1

Where Did This Card Come From?

Players needed visibility into card movement.

We introduced:

• Pick-up animations
• Drop animations
• Source indicators

This allowed players to trace the journey of every card.

Question 2

What Did They Start With?

We added timeline controls that allowed players to return to the beginning of the match and inspect initial hands. This provided immediate context for understanding how a player's strategy evolved.

Question 3

Why Was This Card Picked?

We surfaced sequence and set formation states directly within replay.Players could now understand the reasoning behind card selections.

Question 4

Did They Receive Too Many Jokers?

Many players blamed losses on joker distribution. To address this, jokers were highlighted throughout replay. This increased transparency and reduced speculation.

Question 5

When Was the Pure Sequence Formed?

Pure sequence formation is one of the most critical milestones in Rummy. We visualized sequence progression over time so players could clearly identify key turning points.

Question 6

Which Move Caused Me To Lose?

This became one of our most debated design discussions.
Initially, we considered providing automated recommendations.
However, we decided against it.
Rummy is highly contextual.
Providing direct advice could be misleading and potentially incorrect.
Instead, we focused on giving players enough visibility to draw their own conclusions.

Question 7

Was I Unlucky Or Did I Play Poorly?

Players frequently questioned card distribution after losses.

To address this, we exposed:

• Card dealing order
• Distribution visibility
• Opponent progression

This helped players distinguish luck from decision-making.

Question 8

What Came From The Closed Deck?

We introduced pickup history visibility.
Players could review all cards drawn throughout the game and better understand game progression.

Entry Point Strategy

Replay was designed as an ecosystem rather than a standalone feature.
We identified three key entry points.

Post-Game

Highest player intent.
Immediately after winning or losing.

Mid-Tournament

Players reviewing previous rounds.

My Games

Historical analysis and learning.

Final Replay Experience

From Game Replay to a Player Learning System

The final solution was designed as more than a replay feature.

Our goal was to create a system that helps players understand, analyze, and improve their gameplay through guided exploration and transparent game insights

The experience was built around four key components:

Simulation Replay

Guided Onboarding

Interactive Controls

Learning-Focused Add-ons

Together, these components transformed replay from a passive viewing experience into an active learning tool.

1. Simulation Replay

The foundation of the experience was a simulation-based replay engine.

Instead of recording and replaying a video, the system reconstructed the game state turn-by-turn, allowing players to inspect every action throughout the match.

Players could:

• Revisit completed games
• Analyze game progression
• Understand opponent actions
• Review key decisions
• Explore critical moments at their own pace

Why Simulation Instead of Video?

During discovery, we explored both video replay and simulation replay approaches. Simulation replay was selected because it provided:

• Lower storage costs
• Faster loading
• Interactive controls
• Ability to inspect specific moments

Most importantly, it enabled players to investigate specific moments rather than simply watch a game unfold.

2. Guided Onboarding

One challenge we identified early was discoverability.

Replay introduced a new interaction model that players had never experienced inside the product before.

To reduce friction and encourage adoption, we designed an onboarding experience using contextual coachmarks.

The onboarding introduced players to:

Magic Replay

A guided replay mode that automatically walks players through important moments in the game.

Ideal for:

• New users
• Casual players
• Players seeking quick insights

Single Replay

A manual replay mode that gives players complete control over exploration.

Ideal for:

• Experienced players
• Competitive players
• Deep analysis

To further improve understanding, both modes included short explainer videos demonstrating how replay worked.

Why This Matters

Research showed that players wanted answers quickly.

Instead of requiring users to learn the system independently, onboarding helped them understand the value of replay immediately.

3. Interactive Replay Controls

Replay controls became the core interaction layer of the experience.

Instead of functioning like a traditional video player, the controls were designed specifically for gameplay analysis.

Players could:

Navigate Through Time

Move forward or backward through the game.

Pause at Key Moments

Inspect specific decisions.

Track Game Progress

Understand how the game evolved over time.

Review Important Events

Replay surfaced critical milestones such as:

  • Pure sequence formation

  • Set completion

  • Joker acquisition

  • Opponent progression

  • Winning moments

Design Philosophy

1

Players rarely wanted to watch an entire game from start to finish.

2

They wanted to investigate specific moments that influenced the outcome.

3

The replay timeline was designed to support this investigative behavior.

4. Learning-Focused Add-ons

As part of our long-term vision, we explored a set of value-added features that could further enhance player learning.

These concepts extended replay beyond transparency and into skill development.

Potential add-ons included:

Gameplay Suggestions

Helping players identify alternative decisions.

Pattern Recognition

Highlighting recurring gameplay behaviors.

Performance Insights

Helping players understand strengths and weaknesses.

Strategic Recommendations

Surfacing areas for improvement over time.

Why We Treated These As Add-ons

One of the key decisions during the project was to avoid introducing prescriptive coaching into the first version.

Rummy is highly contextual, and automated advice can often be misleading.

Instead, we focused on:

1

Building transparency first

2

Validating replay adoption

3

Exploring advanced learning features later

This phased approach reduced risk while creating a clear product roadmap.

Evolution of the Experience

Designing replay required several rounds of iteration.

Early concepts focused primarily on exposing game information.

However, usability testing revealed that players often struggled to connect information with actionable understanding.

As a result, the experience evolved to place greater emphasis on:

• Context
• Progression
• Discoverability
• Learning

The final design significantly improved clarity while reducing cognitive load.

Bringing It All Together

The final replay experience enabled players to:

✅ Understand where cards came from

✅ Review critical decisions

✅ Analyze opponent progression

✅ Track sequence formation

✅ Reconstruct game outcomes

✅ Learn from previous matches

More importantly, it shifted the player experience from:

"I lost, but I don't know why."

to

"I understand what happened and how I can improve."

This transformation aligned directly with the project's vision:

Turn every completed game into a coaching moment.

Design Principles

Throughout the project, four principles guided every decision.

Answer Questions Quickly

Help players find answers without effort.

Support Learning

Every interaction should improve understanding.

Reduce Cognitive Load

Avoid overwhelming players with unnecessary information.

Maintain Transparency

Make game outcomes understandable and trustworthy.

Measuring Success

To evaluate the feature, we defined success metrics across engagement, retention, and trust.

Supporting Metrics

Metric

Replay Usage

D7 Retention

Matches Per Week

Tournament Participation

Fairness Complaints

Baseline

0%

24%

11

18%

-

Target

30%

29%

14

22%

-25%

Outcomes

Three months after launch:

Metric

Replay Adoption

D7 Retention

Weekly Matches

Tournament Participation

Fairness Complaints

Before

0%

24%

11

18%

100

After

37%

31%

15

25%

67

Impact Beyond Replay

What started as a replay feature evolved into something larger.
It became a player-learning system.

The project strengthened:

• Player trust
• Strategic engagement
• Skill progression
• Long-term retention

Most importantly, it shifted the player mindset from:

"I lost because I was unlucky or bot."

to

"I understand what happened and how I can improve."

Reflection

This project reinforced an important lesson for me as a Design Manager:

Players rarely ask for solutions.

They ask questions.

The most valuable outcome was not building a replay feature.

It was identifying the underlying learning needs behind those questions and aligning the team around solving them.

By reframing replay as a learning experience rather than a playback experience, we created a solution that delivered value to both players and the business.

Key Skills Demonstrated

• Design Leadership
• Research Strategy
• Product Thinking
• Systems Thinking
• Stakeholder Management
• Opportunity Mapping
• Prioritization
• UX Strategy
• Cross-functional Collaboration
• Outcome-Oriented Design