Increase engagement and boost habit-formation for puzzles

PUZZLES & GAMES

Collection of mockups of puzzle game

The problem

Background

On The Sydney Morning Herald and The Age (two Australian newspapers), puzzles are among the most highly valued features for subscribers. Data shows that puzzle players are the least likely to churn, and grow subscriptions at a higher rate than any other content.

However, since the digital puzzles platform's launch in 2020, it has seen little improvement. As publishing competitors continue to enhance their offerings, there was a growing need to evolve our puzzles experience to better engage existing users and attract new subscribers

Opportunity

“How might we increase engagement and boost habit-formation of the metro masthead audience to acquire new subscribers and reduce subscriber churn?”

“How might we increase engagement, improve retention and reach new markets by enhancing the metro masthead puzzles, games and quizzes offering?”

The approach

Discovery & Research

To design a more engaging and habit-forming puzzle experience, we began the discovery phase with extensive user research which sought to understand;

Photo of research in Miro

Puzzles research synthesis

Our research revealed several key insights which helped to form two key user archetypes, each with distinct behaviors and motivations:

Importantly, users can shift between these two modes. They might be an "On-the-Go Puzzler" during the workweek but switch to a "Free-Time Puzzler" on weekends. This flexibility meant that we needed to create an experience that appealed to both archetypes, ensuring that users could enjoy our puzzles suite no matter what situation they were in.

The insights and archetypes provided a clear baseline for our future puzzle experience. The first major step was translating one of our most popular print puzzles, Target Time, into a digital format.

Designing and Launching Target Time

In our print edition, Target Time is a nine-letter-word puzzle where players are tasked to create as many words as possible. The goal is to reach the predefined goals, ‘Average’, ‘Good’, and ‘Excellent’. Target Time in particular was a very different style of game than one of the ones that we had currently had on offer.

Photo of Target Time in our print edition

Target Time in our print edition

Therefore, there were some challenges that we had to overcome with the translation from print to digital.

We started the design process with an extensive competitor analysis. We examined best practices in puzzles and games across both publishing industry leaders and the broader gaming landscape. This audit provided valuable insights into UI patterns and engagement strategies (such as success state animations) that informed our approach.

Photo of competitor analysis findings in Miro

Competitor analysis findings in Miro

We tackled Target Time on an element by element basis, with many rounds of iteration, thinking, and design critiques. To adhere to our challenges, we implemented:

Photo of Target Time game completion design

Early sketches of 'Rings'

Photo of Target Time game completion design

Target Time game completion design

After two months of dedicated design work, Target Time moved into development. It launched to subscribers on June 26, 2024, and was met with overwhelming enthusiasm.

Some user feedback:

"Long-time Age subscriber and Target player. I've often wished for an online interactive version—finally, it's here! Thank you. I love it!"

"I am loving the interactive Target Time! Thank you so much!"

However, some feedback highlighted a discoverability issue within our apps. Since the puzzle was web-only, we lacked a clear entry point for our app based puzzle audience. After the apps team implemented in-app authentication we launched an app entry point in January 2025, increasing daily users by 50%.

Photo of In-app entry point

In-app entry point

Next up: The Mini Crossword

Building on the success of Target Time, we focused on a brand-new, digitally exclusive puzzle: The Mini Crossword. Prior to starting design, we decided as a team that the most important elements were;

Our puzzles suite already featured two crosswords, but for the Mini Crossword, we wanted to introduce a fresh design that felt fast, fun and engaging. Before starting design work, we began with a competitor analysis, focused on crossword interfaces. This research was vital to identify best practices and to understand the features users would expect from a digital crossword experience.

To make gameplay more dynamic, we incorporated a series of animations. Subtle animations, like on the correct and incorrect letters, provided real-time feedback. Whereas bigger celebratory animations, like at game completion, gave users a sense of accomplishment.

Photo of Prototype of game completion animation

Prototype of game completion animation

We also introduced user stats, giving players a weekly performance recap, a visual streak tracker, and a badge for their fastest solve time of the week. This gave users an element of self-competition, encouraging continued engagement.

Photo of Statistics page

Statistics page

Finally, one of the most impactful design choices of this puzzle was the fixed-viewport layout. By eliminating the need for scrolling or switching views, we optimised both solving speed and overall user experience.

Photo of Fixed viewport exploration

Fixed viewport exploration

Importantly, this fixed-viewport experience was designed to be future-proof. It creates a reusable framework that can be applied to several other games that we offer in our print edition as well as our existing crosswords and sudokus.

Photo of Explorations for future and existing games

Explorations for future and existing games

The Mini Crosswords is currently being developed and is expected to be our most successful puzzle yet, launching in March 2025.

The outcomes

8000+

Players a day

37500+

Players all time

3500+

Players with a streak of over a week