Armed with a short presentation I co-created with our chief designer, we were able to get just enough buy-in from the rest of the executive team to create a new team, the Gamification Team. The team consisted of an engineering manager, an engineer, a designer, an APM, and me.
We implemented the feature and hoped our second attempt would be more successful. Instead, new users increased by only 3%. It was positive, but not the type of breakthrough we needed. Still, the team doubled down and pushed through, shipping iterations to the referral program and making some other bets, but no avail.
In both of these situations, we had borrowed successful features from other products, but the wrong way. We had failed to account for how a change in context can impact the success of a feature. I came away from these attempts realizing that I needed a better understanding of how to borrow ideas from other products intelligently. Now when looking to adopt a feature, I ask myself:
In other words, we needed to use better judgment in adapting when adopting. Being more systematic in just this area would have made a big difference in what gamification mechanics we chose to pursue. And we would have probably been dissuaded from focusing on referrals altogether. I was committed to making sure our next attempts would be more methodical. We needed to be better at basing our decisions on data, insights, and foundational principles.
My time at Zynga and MyFitnessPal gave us inspiration on how to segment and model our users by engagement level. Zynga separated their users and measured retention based on the following weekly retention metrics:
I hypothesized that we could use these metrics at Duolingo as a starting point to create a more sophisticated model, and use that model to identify a North Star metric. Working with the data scientist and the engineer manager in the Acquisition Team, we came up with the model below. We used the same retention rates as Zynga and MyFitnessPal, but we tweaked from a weekly view to a daily view and we added several more metrics.
The blocks, or buckets, represent different user segments with different levels of engagement. And every single user who has ever used the product is in one, and only one, bucket on any given day. That means the buckets in the model are MECE (mutually exclusive, collectively exhaustive) in representing the entire base of users who have ever used Duolingo. The arrows measure the movement of users between the buckets (these include CURR, NURR, RURR, and SURR, but evolved into daily retention rates rather than weekly). Combining the buckets and the arrows, the model creates an almost closed-circuit system, with new users being the only break.
The fact that DAU, WAU, and MAU can easily be calculated from these buckets made it easy to model them over time. This is a key feature of the model. Additionally, by manipulating the rates represented by the arrows, we can model the compounding and cumulative impact of moving these rates over time; in other words, the rates are the levers product teams can pull to grow DAU.
With the model created, we started taking daily snapshots of data to create a history of how all of these user buckets and retention rates had evolved on a day-by-day basis over the past several years. With this data, we could create a forward-looking model and then perform a sensitivity analysis to predict which levers would have the biggest impact on DAU growth. We ran a simulation for each rate, where we moved a single rate 2% every quarter for three years, holding all the other rates constant.
This produces a compounding effect, which means that CURR is much harder to move, but when it does, it will have a greater impact. Based on this analysis, we knew that CURR was the metric we had to move in order to get that strategic breakthrough we wanted. We decided to create a new team, the Retention Team, with CURR as its North Star metric.
One of the biggest benefits of focusing on CURR was deciding not to work on things that seemed paramount before, especially new-user retention. This was a huge mindset shift for a company that had tremendous success spending years running the bulk of its growth experiments on new users first.
The Retention Team was completely energized to find more mechanics to keep current users engaged and motivated to practice every day. One area they started to look into was push notifications. Based on substantial A/B testing in prior years, Duolingo had established that notifications can be a big vector for growth, but that impact had plateaued for us over the years. With a re-energized team full of new ideas, we felt it was the right time to revisit this vector.
With this constraint in mind, we decided to give the team a lot of freedom to optimize on dimensions like timing, templates, images, copy, localization, etc., but they could not increase the quantity of notifications without strong justification and CEO approval. Over time, through countless iterations, A/B testing, and a bandit algorithm, the team was able to generate dozens of small- and medium-size wins that have amounted to substantial gains in DAU year after year.
In the search for even more growth vectors, the APM on the Retention Team started exploring whether there was a strong correlation between retention and usage of particular Duolingo features. He discovered that if a user reached a 10-day streak, their chances of dropping off were reduced substantially. Clearly, a lot of this was simply correlation and selection bias, but we felt the insight was interesting enough to start investing in improving this feature again.
Streaks work for a number of reasons. One of those is that a streak increases user motivation over time; the longer the streak is, the greater the impetus to keep the streak going. When it comes to user retention, this is the exact behavior we want in our users. Each day that a learner comes to Duolingo, they care a bit more about coming back the next day than they did the day before, hence increasing retention and DAU. As a meta-lesson, our success with the streak mechanic further showed us that we could squeeze major wins from existing features. We could see the value in both big breakthroughs and in fast optimizations. And an A+ team often has a mix of both.
Acquisition Team: Vanessa Jameson (Engineer Director), Cem Kansu and Liz Nagler (PMs on the team, now VP of Product and Product Area Lead for Growth, respectively), and the rest of the team, who worked super-hard and eventually made a smart and successful pivot to work on social features. Shoutout to Nico Sacheri (Principal PM) and Hideki Shima (Eng Director), who have been crushing it leading the Connections team for the past couple of years.
Growth Model: Erin Gustafson (Staff Data Scientist) and Vanessa Jameson, who collaborated with me in the creation of the growth model. Learn more about how Erin is working to evolve the way Duolingo thinks about growth in her recent post: -model-duolingo/
I was at a small event a few months back where Jorge Mazal (former CPO of Duolingo) shared the story behind Duolingo\u2019s growth reaccelerating. I was captivated. I\u2019ve never seen a growth story like this before\u20144.5x growth for a mature product, driven by a small handful of product changes, rooted in an innovative growth model, and explained in such actionable detail. I asked Jorge if he\u2019d be willing to share (and expand on) the story with a broader audience, and I\u2019m so happy he agreed. Many products already look to Duolingo for inspiration, and I suspect this story will only increase that trend. Enjoy!
I joined Duolingo as the Head of Product in late 2017. Duolingo was already the most downloaded education app in the world, with hundreds of millions of users, fulfilling its mission to \u201Cdevelop the best education in the world and make it universally available.\u201D However, user growth was slowing down. By mid-2018, daily active users (DAU) were growing at a single-digit rate year-over-year, which was troubling, given the explosive growth the company had seen in the past. This was a problem for a startup with investors anxious to see fast monetization growth.
In this post I\u2019ll cover some of our early failures and then our first big wins that helped us turn around growth, including launching leaderboards, refocusing on push notifications, and optimizing the \u201Cstreak\u201D feature. These, together with several other efforts across Product and Marketing, helped us grow DAU by 4.5x over four years. Robust organic user growth supercharged Duolingo toward its 2021 IPO.
Our first attempt at reigniting growth was focused on improving retention, i.e. fixing our \u201Cleaky bucket\u201D problem. We prioritized working on retention over new-user acquisition because all of our new-user acquisition was organic, and, at the time, we didn\u2019t have an obvious lever to pull to supercharge that. Also, some of us had a suspicion that we could improve retention through gamification. There were two main reasons why this felt like the right approach to me. First, Duolingo had already implemented several gamification mechanics successfully, such as the progression system on the home screen, streaks, and an achievements system. And second, top digital games at the time had much higher retention rates than our product, which I took as evidence that we hadn\u2019t yet reached the ceiling for gamification\u2019s impact.
As we looked at the different game mechanics in Gardenscapes, we didn\u2019t really know what we were looking for\u2014we just knew that Gardenscapes seemed stickier than Duolingo, and we saw several parallels. A three-minute Duolingo lesson felt similar to a Gardenscapes match-3 level, and Duolingo and Gardenscapes both used progress bars to provide visual feedback on how close the user was to completing the session. Gardenscapes, however, paired its progress bar with a moves counter, which Duolingo didn\u2019t do. The moves counter allowed users only a finite number of moves to complete a level, which added a sense of scarcity and urgency to the gameplay. We decided to incorporate the counter mechanic into our product. We gave our users a finite number of chances to answer questions correctly before they had to start the lesson over.
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