Gamifying Practice - Designing scalable district competitions at Paper
Role: Senior Product Designer
Timeline: 2 months - 2022
Product Area: Paper Missions (Practice Platform)
Background
Paper set out to gamify its Practice experience to boost student engagement and encourage repeated use. A small pilot competition was manually facilitated using spreadsheets and email updates. It generated strong activity and teacher interest, revealing two opportunities:
Build a scalable system so all Paper districts could participate
Explore gamification through leaderboards and meta-game mechanics
To support this vision, we needed a centralized, automated leaderboard system that could surface progress stats frequently and clearly for both school and individual contributions. We also needed to lay the groundwork for future gamification enhancements.
Competition flyer for Paper Math Missions
Overview
Design a real-time leaderboard system for district wide math competitions
Users: Teachers, Site Admins, District Admins
Business Goals:
Drive student engagement and activity (target 10 million activities for school year)
Reduce manual operations
Support key company OKRs
Company OKRs:
Increase monthly habitual users (3 or more days per month)
Reach 10 million student activities by the end of the school year
Encourage students in grades 4 to 12 to use Paper as a default for learning support
Early Evidence: Small pilot, big signal
In late 2022, Paper ran a pilot competition with a handful of districts. Teachers received weekly update emails and leaderboard standings. The results showed promise:
11,373 activities were logged in the final two days
Activity consistently spiked after leaderboard updates
Teachers and Admins asked for more frequent and visible progress updates
Email Performance
45.5% read the initial update
60% read the midweek progress check-in (increase interest and engagement)
Teachers asked for more frequent updates but he manual process of updating couldn’t scale
Research + Insights
To validate the opportunity and guide design:
Quantitative findings:
Pilot data showed spikes in activity tied to leaderboard updates
Districts showed interest in competition as a driver for engagement
Qualitative findings:
UX research activities
User interviews with teachers and admins
Competitive analysis of leaderboard systems from gaming and edtech
Design synthesis around engagement, clarity, and scalability
Hypothesis
This hypothesis guided the strategy for both the short-term MVP and long-term gamification roadmap.
Process
I led design from exploration to implementation while balancing short-term delivery with long-term product vision.
Reviewed gamification mechanics across mobile, console, and education tools
Sketched and prototyped leaderboard models, including student, class, and hybrid approaches
Validated design directions with CSMs, PMs, and educators
Prioritized features that supported clear visibility, low comparison pressure, and scalable implementation
Collaborated with engineering to define what could realistically ship in time for the next competition cycle
Early Concepts
Initial designs explored more game-like approaches to competition:
Group Leaderboards where students worked toward shared class goals
Meta-game systems with tiers, brackets, and streaks
Indirect competition to avoid pressure from head-to-head rankings
Teacher-led visibility for in-class motivation and collaboration
These designs aimed to make the learning experience more playful and habit forming. However, they required longer timelines to develop and test.
Design Pivot
As the launch date approached, we decided to pivot to a traditional leaderboard format for version one. This version prioritized clarity, automation, and educator access.
Progress data was surfaced in real time/daily
Teachers, site admins, and district admins could each view their respective scopes
Light gamification was included, such as timers and ranking visuals
This version minimized engineering complexity while meeting immediate district needs
This was a strategic MVP focused on value delivery. It allowed us to scale quickly while setting the stage for more gamified features in the future.
““My district managers have been loving the contest dashboard. It’s made sharing contest updates so easy and visually appealing.”
”
Teachers could see class-level and student-level progress
Site Admins viewed school-level and class-level performance
District Admins could monitor all participating schools and drill into student data
Key Features
Real-time leaderboard
Search and filters
Timer countdown
Persistent placement during competition
Access to current and past competition data
Designs
Outcomes
After Leaderboards (automated)
70,192 total student activities
More districts joined the competition
Automated updates led to frequent engagement surges
Greater visibility helped CSMs and teachers drive participation
Before Leaderboards (manual)
6,240 total student activities
Limited to a small number of districts
Manual updates meant fewer engagement spikes
Strategic Outcomes
Cross-Product Impact
Live Help and Review Center saw small increases in usage
Practice did not consistently drive traffic to other product areas
Opportunity exists to link competition momentum with other features
Increased Habitual Use
Students participated more frequently during competition windows
Sustained activity spikes appeared throughout the school year
10 Million Activity Goal
Leaderboards played a measurable role in helping Paper approach this milestone
Lessons Learned
Teachers and Admins are key drivers of platform usage
Not all students enjoy direct competition, so segmentation and personalization are important
Visibility and frequency of updates are critical to user activation
Opportunities Ahead
Introduce a student-facing leaderboard view with opt-in customization
Add deeper meta-game features such as power-ups, streaks, and brackets
Enable visual themes and classroom-level personalization
Connect leaderboard participation to other Paper experiences more directly