Gamified learning & development | B2B SaaS

Automate league creation | 0 to 1

Challenge 🎯

The employee training managers were spending 4 hours over weekend to create manual training game leagues so that it could run over the weekdays

Goal 📔

Give managers their personal time back by replacing manual league creation with automation

Results 💹

Increased manager's efficiency by 50%+ by automating the creation of league series that increased training win rate by 25%

Let's dive in

Overview

1Huddle

1Huddle is a coaching and development platform that uses quick-burst mobile games to more quickly and effectively educate, elevate, and energize your workforce — from frontline to full-time, in the United States.

NDA

I independently reconstructed this project from inception to completion, using original designs, in compliance with NDA agreements.

My role

· End to end design
· UX research
· Wireframing
· Usability testing
· Interactive prototyping
· Stakeholder engagement

Timeline

8 weeks

Team

Collaborated with product manager, business analyst, QAs, and dev team.

About users 👨‍👩‍👧‍👦

Employee training manager

Age: 30 - 50

Technology friendly

  • Works within an LMS platform, manages 500+ employees (varies)

  • Creates training leagues manually over weekends to run on weekdays

  • Measure success by game completion and winrates

Goals

  • Enhance employee engagement with trainings

  • Ensuring training content deliver on time

Challenges

  • Work-life balance wasn't a preference problem — it was a pipeline problem.
    Manual contest creation ran through 3 sequential stages before going live. With the pipeline taking significant processing time, managers had to submit by Saturday to guarantee the contest was live by Monday morning. The weekend work wasn't optional — it was structurally baked into the mechanism itself.

  • Manually configuring league details, game selection, and rewards took 4+ hours weekend — time carved out of personal life, not work hours.

  • Handling last-minute changes and updates to training content.

  • Ensuring consistency and quality across training material for seamless employee training

  • Keeping up with technology
    Older managers might face a steeper learning curve with rapidly evolving technologies.

  • Handling last-minute changes and updates to training content.

Understanding the "Problem"⁉️

The problem

A manual league creation process is bottlenecked by one person's availability, while the output it feeds into has a fixed, non-negotiable delivery cadence.

  • Max, an employee training manager, spends 4 hours outside working hours, specifically on weekends, manually creating leagues (a group of games/courses)

  • This work is squeezed into weekends because the live pipeline is fixed: every league must go live on a weekday, starting Monday.

  • Manual league today handles 4 weekly leagues-that's the baseline load this person is absorbing alone.

Expanding problem

  • Single point of failure on capacity - All league creation runs through one training manager's personal time.


  • The quality risk under time pressure - Because creation is compressed into weekend hours, there's reason to expect course material quality degrades under a rushed timeline.


  • No headroom for demand spikes - When the number of courses needing creation increases — e.g., new compliance rollouts or org-wide training pushes — the manual process has no way to absorb that surge.

Constraints

  • 24-hour pipeline - Every league moves through three states: first, it goes to draft, then to ready, and within the next 24 hours, it is in a live state.

  • Fixed live-timing on weekdays - Leagues can only go live Monday–Friday. This isn't a system limitation I can relax — employees consume this training during their working week, so the cadence is tied to when learning actually happens, not to creation convenience.

"Current" user flow 👉

This is how the manual league creation process looks like on a high level.

Positive experience 😀

|

Neutral experience 😐

|

Negative experience 😟

Go to leagues

Clear entrypoint, no friction observed

😀

Create a league

Single clear action, low cognitive load

😀

Choose date + game attempts

Two unrelated decisions in one screen

😐

Add games

Long list with with no recent games shortcut

😐

Add details eg. league name

Naming happens after games and dates are set

😟

Add rules & rewards

Too many steps

😟

Assign players

No clue this was coming as a step

😟

Add trophy

One more step after a long flow

😟

"Possible" solution 💭

Solution 1 - Just fix the UI

  • The journey map showed real friction: naming happens after games are picked, there's no review screen before a league goes live and steps like "assign players" show up with no warning

  • A clear flow with recorded steps + a review screen would fix real frictions (like Paul's wrong attempt count incident)

  • Rejected because - it reduces friction, but the manager still has to manually pick games and rewards every single week. It doesn't touch the actual time sink - repetition.

Solution 2 - templates duplicate last week's league

  • Let the manager clone last week's setup and just tweak it, instead of rebuilding from scratch.

  • Rejected because - game selection needs to change based on each cohort's win-rate, a fixed template can't adapt to that and would need manual updating anyway.

Solution 3 - Share the load across the team

  • Instead of 1 manager doing 4 hours of setup, split league creation across multiple people.

  • Rejected because - it's an org/process fix, not a product fix. It doesn't recover time, it just spreads the same manual hours across more people.

  • It's a staffing decision, not a design decision, and it doesn't scale as league volume grows.

Solution 4 - change the pipeline/scheduling logic

  • Move league creation onto weekdaysso it stops eating into weekends

  • Rejected because - confirmed with devs ( wo have created it from day 1 ) - this logic is the core to the system from day 1ans can't be changed.

Solution 5 - Automate league creation

  • Define a league series once , set a single time

  • Recurrence - weeky for N weeks

  • Schedule engine triggers each weekly instance - no manual repeat of steps for multiple weeks

Why automation won

  • Automation was the only option that solved the root cause - a recurring , manual , weekend consuming task.

  • It also matched was managers already asking for - Megan wanted "set it once, it runs" experience and David was tired of re-entering the same data across tools.

"User interview" insights 🗣

01

Thomas, 36:

"Setting up the league and rewards every weekend takes me about more than an hour, and last month I assigned the wrong reward tier to a league. If that part ran itself, I'd save real time and stop second-guessing it."

Megan, 45:

"I use a scheduling tool for everything else on my team, where I set something up once and it just runs. Coming back to this tool to rebuild the same league by hand every week feels likea step backwards compared to that."

David, 39:

"I have to switch between three different tools just to set up one league — the scheduler, the games library, and the rewards sheet. If those talked to each other, I wouldn't be re-entering the same player list three times for every league."

Paul, 37:

"Twice now I've published a league with the wrong attempt count because I was rushing through the date and games step. There's no review screen before it goes live, so I only catch it after players start complaining."

Sarah, 35:

"My weekdays are packed with meetings and regular tasks, leaving me little time for anything else. Working on manual league creation during weekends is exhausting."

"Data" analytics 📊 (pulled from backend)

League is the most used feature of Maxlearn customers

Weekly leagues are more preferred and created

Active users

10,400

Monthly

Used contests last 30 days

4,370

42% of active users

Leagues created last quarter

12,600

Across all customers

Leagues

"Competitor" analysis 🔍

Competitor name

Ispring learn

Talent lms

Docebo

Cleverstory

Competitor type

Direct

Direct

Direct

Indirect

First impression

Decent

Boring

No trial available

Decent look

Automation

No

No

Yes

No

Feature

Pre-built courses

-

Ai content

Story boards

Visual design

Clean

Outdated

-

Modern & simple

  • A few LMS products were unavailable for exploration. Among those available, none had AI or automation features for creation.


  • Few of them gave me templates and thumbnail content inspiration like these below.

"Prioritizing" ideas 💡

Picked for this feature

Not picked, parked for later

Ai suggestion


Suggest auto populated fields to ease managers workload ( leverage AI )

Auto-pick games


System auto-selects games based on set criteria

Give control to managers


Manager can rectify and modify the auto-generated course

Remove repetition


Remove filling details for every input field

Bring fun


How to make creation an enjoyable task? Reward managers on every league creation

Quality check


Give enough time to the managers to go through the content so that the quality doesn't get suffer

Older adult friendly UI


Make the automation easy to use so that the older managers don't struggle

Thumbnail suggestion


System will auto generate thumbnail image for league

Contest data


How would manager know how a league series is performing? Probably through a dashboard

Flexibility


Provide enough flexibility to the managers to do last minute changes/updates to a league

"Visualization 📝" (follow right arrow)

"Visual" style 🎨

Visual Identity Rationale

Maxlearn's visual system had to satisfy two audiences at once: the training manager evaluating it as enterprise software, and the employee experiencing it as a game.

The enterprise register governs structure: clarity, hierarchy, restraint, data-literate layouts, decision-grade visual language

The competitive register governs energy: confidence, momentum, a sense of forward motion and achievement — expressed through typographic weight and directional/diagonal cues

Clean

Readable

Wide - for leaderboard numerics

Communicative

Modern

Professional

Easy to understand

Typography

Montserrat typeface

Hierarchy

Weight

Size

Headline

Bold

32

Title

Bold

20

Sub Title

SemiBold

16

Sub Title

Medium

16

Body

Bold

14

Body

SemiBold

14

Body

Medium

14

Body

Regular

14

Label 1

Medium

13

Label 2

SemiBold

10

  • Montserrat has a geometric style which reflects the brand, its clear and distinct letterforms enhance readibility.

  • Label 2 (10px) is used for contest status tags and end-date metadata on contest cards — short, glanceable labels that support the title without competing with it.

"Color" palette 🌈

Primary color - green

#534AB7

Secondary color - black

#2C2C2A

Tertiary color - grey

#F1EFE8

Surface color - white

#FFFFF

Violet was chosen because it sits at the intersection of intelligence and play — it signals that this is a serious learning product that's also genuinely engaging. It's not corporate blue, and it's not aggressive red. It's the color that says 'you're here to grow and win

"UI" flow ( Follow right arrow )

Business "impact"

Increses manager's efficiency

This feature removes the manual workaround that 70% of users defaulted to, enhanced the manager's efficiency through automation.

Increase winrate 💹

This feature contributes to the primary objectives of employee training and improving win rates.

My "Learnings"

    1. Competitor analysis should answer "so what", not just "what exists"

      Every competitive finding needed to end with an opportunity or a risk for our users — not a feature checklist. Without that, it's just a table.

    1. Visuals are an argument, not decoration

      Color palette and UI flow decisions were tied back to specific user signals. Making that link explicit is what turns a visual style section into a design rationale.

    1. Interview insights are most powerful when they show contradictions

      The moments where managers and employees disagreed about the same workflow were more valuable than consensus findings — they revealed the real tension to design around.

© Richa Srivastava 2026