Fanclash is a fantasy eSports app where users build teams of real players, enter paid tournaments, and earn rewards based on live match performance. Users loved the free trial but abandoned when real money was involved. I redesigned the team creation flow and ran A/B tests that increased payment conversion by 11%.
View ImpactUsers eagerly joined their first tournament using promo coins. But when real money was involved, they disappeared.
Returning users entered the funnel but bounced before payment
87% of users reached the Create Team page, but only 19% moved forward to payment — a 68-point drop at a single screen.
I combined three research methods to understand what was happening and why.
Mapped tap density across the Create Team screen. Revealed where users were tapping — and where the UI wasn’t responding.
Watched real user sessions frame by frame. Identified repeated patterns of confusion and rage-tapping on disabled elements.
Spoke directly with users who abandoned. Their frustration pointed to the same invisible rule every time.
Heatmaps and session recordings showed where the confusion happened. Users were tapping disabled player cards repeatedly, checking stats pages for answers, and scrolling without finding the rule.




Heatmaps and session recordings from the original Create Team screen
I explored 4 directions to fix the team creation flow. Each tackled a different hypothesis about why users were dropping off.

Better colors/contrast but didn’t fix the core rule visibility problem

Moved My Team closer but grid layout still overwhelmed users

Improved hierarchy but users still couldn’t find the selection rule

Reduced cognitive load AND made rules visible inline. Combined best of all 3.
The single-column layout (V4) was the clear winner. It reduced cognitive load enough that the selection rules became visible naturally. I then refined it by pulling in the improved color hierarchy from V3 and the repositioned team section from V2. Usability testing confirmed this direction fixed the comprehension gap.
Replaced the cluttered grid with a scannable single-column layout. Reduced cognitive load.
Added a visible counter showing selected players and remaining slots. Made progress tangible.
Surfaced the 3-player-per-team rule directly in the UI with contextual messaging on disabled states.
Moved the “My Team” section closer to the CTA. Reduced the distance between selection and action.
Made the Expert Opinion feature prominent. Gave uncertain users a starting point for team creation.
Applied the 60-30-10 color ratio to guide visual hierarchy. Primary actions became unmissable.
The redesign wasn’t about adding features. It was about making existing game rules visible in the interface.
Before
After
Grid layout with all players visible at once. No team counter. Disabled players had no explanation. The 3-player rule was completely hidden. Users thought the app was broken.
Single-column layout with clear team counter at top. Selection rules visible inline. Disabled states explained with contextual messages. Expert Opinion feature prominent for new users.
Usability testing narrowed to one variant. Then A/B tested with Clevertap.
56% → 67%. In a pay-to-play model, that 11% directly impacts revenue.
11% increase in Payment flow is a big achievement in a Pay to Play model.
— PM, FanclashI led the research, design, and testing across the full 90-day sprint. Every decision was grounded in data and validated through testing.
Ninety days on a conversion problem taught me two things I carry into every project.
Analytics showed the 87→19% drop. That told me where the problem was, not what caused it. Heatmaps showed frustrated tapping. Session recordings showed repeated patterns. But only interviews revealed the invisible 3-player rule. Quantitative data is a compass. Qualitative research is the map.
The fix wasn’t adding features — it was making existing game rules visible in the UI. The constraint existed for a reason. Users just couldn’t see it. The best design work I did on this project was removing confusion, not adding functionality. When the rules became clear, the users moved forward on their own.