CASE STUDY / 01

Increasing Sign-up Conversion Rate

Increasing Sign-up Conversion Rate

The problem wasn’t sign-up. It was perceived value.

Discovering why players skipped account creation and redesigning the experience around perceived value.

COMPANY

King

PRODUCT

Farm Heroes Super Saga · Candy Crush Saga

ROLE

UX Designer

TEAM

Product Manager · Developers · Data Analysts · Research

RESPONSIBILITIES

UX Design · Research · Prototyping · Experimentation · A/B Testing

PLAYER → “WHY SHOULD I?” → VALUE → REWARD → SIGN UP

GIVE PLAYERS
A REASON
TO SAY YES.

GIVE PLAYERS A REASON TO SAY YES.

01 / OVERVIEW

Players were skipping sign-up. We needed to understand why.

Creating a King account protected player progress and unlocked additional benefits, yet many players skipped the experience altogether.

Through player research and behavioural observation, we found that the problem wasn’t friction alone. Players didn’t see a compelling reason to sign up. Account creation felt like a hassle, offered no immediate value, and interrupted what they actually came to do: play.

The challenge was to change that value exchange — making sign-up feel useful rather than obligatory.

BEHAVIOURAL SIGNAL

BEHAVIOURAL SIGNAL

02 / RESEARCH

Understanding player behaviour

We combined moderated play sessions, behavioural observation, analytics and existing player feedback to understand what was happening at the moment players were asked to create an account.

The pattern was clear: players weren’t struggling to complete the flow. They were choosing not to.

Account creation felt like a hassle, offered no immediate benefit and interrupted the reason they had opened the game in the first place: to play.

The question shifted from “How do we make sign-up easier?” to “Why would a player want to sign up at all?”

"Aha moments"

THE KEY INSIGHT

The problem wasn’t sign-up. It was perceived value.

→ Players didn't see the exchange as worthwhile.

03 / DESIGN PRINCIPLES

Designing the value exchange

01

Make the value clear

Show players why an account is worth creating before asking them to commit.

02

Reduce friction

Make the experience quick, simple and effortless.

Later experimentation in Candy Crush Saga showed that removing unnecessary connection-choice steps preserved total connections while simplifying the journey.

03

Make the benefit tangible

The incentive needed to feel genuinely valuable and aligned with player motivation.

04 / SOLUTION

Making the value exchange visible

Making the value exchange visible

THE VALUE EXCHANGE

Value → Action → Immediate reward

05 / IMPACT

+486%

NEW KING ACCOUNTS

Uplift in new-in-the-network King Accounts created during the one-week event.

+304%

STRONG CONNECTIONS

Increase in new players strong-connecting during the event.

+4.9%

GAME ROUNDS

Increase in daily game rounds during the experiment.

06 / SCALE

A successful experiment became a scalable solution

A successful experiment became a scalable solution

The original Farm Heroes Super Saga experiment validated the value exchange behind the experience. The concept was subsequently adapted and tested in Candy Crush Saga, where the strongest variant drove a +1425% uplift in new King Accounts during the first week before the campaign expanded to millions of players.

The original Farm Heroes Super Saga experiment validated the value exchange behind the experience. The concept was subsequently adapted and tested in Candy Crush Saga, where the strongest variant drove a +1425% uplift in new King Accounts during the first week before the campaign expanded to millions of players.

FARM HEROES SUPER SAGA
+486% new King Accounts

FARM HEROES SUPER SAGA
+486% new King Accounts

VALIDATED

VALIDATED

CANDY CRUSH SAGA
+1425% new King Accounts

CANDY CRUSH SAGA
+1425% new King Accounts

SCALED
28M players exposed

SCALED
28M players exposed

Full roll-out increased the share of DAU with a King Account by more than 3 percentage points and generated tens of thousands of additional King Accounts per day.

Full roll-out increased the share of DAU with a King Account by more than 3 percentage points and generated tens of thousands of additional King Accounts per day.

06 / REFLECTION

Conversion begins with earning the right to ask.

This project changed the way I think about conversion.

At first, I believed we were solving a sign-up problem.

In reality, we were solving a value communication problem.

The experience wasn’t failing because players were unwilling to create an account.

It was failing because we hadn’t earned the right to ask them.

Since then, whenever users avoid a feature, my first instinct is not to redesign the interface.

It is to question whether we have made the value clear enough in the first place. What began as a conversion experiment became a repeatable learning about value, timing and friction — one that successfully scaled into Candy Crush Saga.

Delia Ramos — Senior UX Designer

Available for meaningful player experiences

Available for meaningful player experiences