From buried feature to doubled engagement

From buried feature to doubled engagement

How structured discovery across two news brands lifted weekly puzzle engagement by 129% and 122%.

COMPANY

DC Thomson

London, UK

my role

product designer (UX researcher, UI designer)

Team

PM, Engineering, QA, Puzzler (Third Party)

SCOPE

discovery, problem definition, UI refresh, testing, launch

+129%

+129%

+129%

Weekly puzzle users on The Courier

466 → 1,069 weekly users · Dec 2024 to Jan 2025

+122%

+122%

+122%

Weekly puzzle users on The P and J

345 → 769 weekly users · Dec 2024 to Jan 2025

Context

Context

Beyond the brief

DC Thomson Media publishes two of Scotland's most established regional news brands: The Courier and The Press and Journal. Both had puzzles available on their websites and apps, but the feature was quietly underperforming. Readers weren't finding them, and those who did were running into friction before they could experience any value.


The brief was intentionally open: make puzzles more engaging, build a habit.


The team had already tried promoting puzzles through email, newsletters, and social. None of it moved the numbers. That told us the problem wasn't awareness alone.

Why it mattered to the business…

Readers who engaged with puzzles tended to return more often and spend more time on site. But the business goal wasn't just engagement, it was repeat visits and habit. The question wasn't only "how do we get readers to play a puzzle?" but "how do we give them enough reasons to come back tomorrow, and the day after?"

Discovery

Discovery

We ran five research streams to understand the problem

The request came from stakeholders: make puzzles more engaging. It was intentionally open. No prescribed solutions, which gave the team room to investigate before committing to anything.


Puzzles already existed on both sites and apps. The challenge wasn't building something from scratch. It was understanding what was getting in the way, and solving that.

The request came from stakeholders: make puzzles more engaging. It was intentionally open. There were no prescribed solutions, which gave the team room to investigate before committing to anything.


Puzzles already existed on both sites and apps. The challenge wasn’t building something from scratch, it was understanding what was getting in the way, and solving that.

  1. Stakeholder Interviews

This helped define what success looked like to the business: more visits to the puzzles hub, more daily plays, retention not one-offs. Surfaced what had already been tried.

  1. Quantitative Surveys

An on-site survey intercept presented to readers across both titles, capturing puzzle habits, preferences, and play patterns.

  1. Competitive Analysis

Reviewed how other news brands and puzzle products handle discoverability, access, and engagement. This is where streaks, archives, and social features first surfaced as validated patterns worth considering.

  1. User Interviews

We used UserTesting.com and our own sites to connect with readers. We spoke with them about how they did or didn't engage with puzzles. The most useful stream by far.

  1. Analytics Review

Reviewed performance data via Tableau dashboards to assess traffic to the puzzles hub, play rates, completion, and drop-off across both titles.

  1. Stakeholder Interviews

This helped define what success looked like to the business: more visits to the puzzles hub, more daily plays, retention not one-offs. Surfaced what had already been tried.

  1. User Interviews

We used UserTesting.com and our own sites to connect with readers. We spoke with them about how they did or didn't engage with puzzles. The most useful stream by far.

  1. Quantitative Surveys

An on-site survey intercept presented to readers across both titles, capturing puzzle habits, preferences, and play patterns.

  1. Analytics Review

Reviewed performance data via Tableau dashboards to assess traffic to the puzzles hub, play rates, completion, and drop-off across both titles.

  1. Competitive Analysis

Reviewed how other news brands and puzzle products handle discoverability, access, and engagement. This is where streaks, archives, and social features first surfaced as validated patterns worth considering.

"I had no idea puzzles were even part of the site. I've been reading the paper online for years."

Reader, The Press and Journal

"I clicked on the crossword and it immediately asked me to subscribe. I hadn't even seen what it looked like."

Reader, The The Courier

"I can't play the puzzle that I wanted to play, the puzzle that's free isn't the one I want to play."

Reader, The Courier

Puzzle Feature Reade Insights
Puzzle Feature Reade Insights

Survey results visualisation

What we found

What we found

Four distinct problems

The findings pointed in four directions. Each needed a different solution, and rushing to any of them without understanding the others would have meant solving the wrong thing.

01

Discoverability

There was only one puzzles link from the navigation. No meaningful entry points from the rest of the site. The feature was buried and readers had no natural path to it.

HMW: How might we surface puzzles within the natural reading journey so readers encounter them without having to look?

03

Puzzle Choice & Relevance

The featured free puzzle wasn't always one readers were interested in. When they tried to find something they wanted to play, it was locked. Some puzzles were also unfamiliar formats with no explanation, creating confusion before a single game was played.

HMW: How might we give readers a way to find and try the puzzle that's right for them, without hitting a wall first?

02

Paywall Friction

Readers were hitting a hard paywall before experiencing any value. The conversion ask came too early and drove abandonment.

HMW: How might we let readers experience the value of puzzles before asking them to commit?

04

Engagement and UI

For readers who had played, the design felt dated and uninviting. Puzzles also skewed toward longer formats, with no short-form option for readers who only had five minutes.

HMW: How might we design an experience that makes readers want to return tomorrow?

01

Discoverability

There was only one puzzles link from the navigation. No meaningful entry points from the rest of the site. The feature was buried and readers had no natural path to it.

HMW: How might we surface puzzles within the natural reading journey so readers encounter them without having to look?

02

Paywall Friction

Readers were hitting a hard paywall before experiencing any value. The conversion ask came too early and drove abandonment.

HMW: How might we let readers experience the value of puzzles before asking them to commit?

03

Puzzle Choice & Relevance

The featured free puzzle wasn't always one readers were interested in. When they tried to find something they wanted to play, it was locked. Some puzzles were also unfamiliar formats with no explanation, creating confusion before a single game was played.

HMW: How might we give readers a way to find and try the puzzle that's right for them, without hitting a wall first?

04

Engagement and UI

For readers who had played, the design felt dated and uninviting. Puzzles also skewed toward longer formats, with no short-form option for readers who only had five minutes.

HMW: How might we design an experience that makes readers want to return tomorrow?

Puzzle Feature Reade Insights

READER EXPERIENCE MAP

Approach

Approach

No magic. Just the fundamentals.

The problems weren't buried or complicated. They surfaced quickly once I applied basic design practice: talk to users, look at the data, understand the constraints, and involve the right people early.

🔍

Discovery and research

Stakeholder interviews, user interviews, analytics review, and competitive analysis. Four distinct problems emerged, not one.

🎯

Define and prioritise

Insights mapped to problem statements and HMW questions. I also assessed early which solutions we owned versus what required Puzzler, our third-party puzzle provider, to implement. That shaped the entire sequencing.

✏️

Design and prototype

Four solution streams designed in parallel. Concepts tested with real users before anything went to build.

🚀

Iterate and ship

Quick wins shipped early. Higher-risk changes iterated based on user feedback before full rollout.

Solutions

Solutions

SOLUTION 01

SOLUTION 01

DISCOVERABILITY

DISCOVERABILITY

SHIPPED

SHIPPED

Discoverability Recirculation blocks

Previously, puzzles only appeared in the site navigation. The hypothesis was simple: meet readers where they already are.

There was an idea on the table to embed playable puzzles directly inside articles. I pushed back. Articles exist to support reading. Turning them into game launchers would undermine the primary user goal. Instead I designed recirculation blocks placed contextually on article pages, the homepage, and category pages. Visible enough to drive click-through, contained enough not to derail reading.

Today's Puzzles listing

A small block featuring three puzzles with icons giving readers a preview of the formats on offer. Each puzzle linked directly. A "Find out more" link took readers to the full Puzzles Hub where they could see the complete range available.

"TOday's Puzzles" Embedded on homepage, category and article pages

Single-puzzle promo

a graphic block promoting one specific puzzle. Clicking it launched that puzzle directly. Lower friction for readers who just wanted to play something immediately.

single promo puzzles embedded on article pages

We did briefly test newsletters and social media as additional channels. Neither moved the needle, so we pulled focus back to on-site placement where the intent was already there.

OPTIONS CONSIDERED

Embedded puzzle inside article · Pop-up modal on scroll · Contextual recirculation blocks

WHAT WE CHOSE

Two recirculation block formats across articles, homepage, and category pages.

WHAT WE TRADED

Broader channel reach, in favour of targeting readers already in an active reading session.

SOLUTION 02

SOLUTION 02

PAYWALL FRICTION

PAYWALL FRICTION

TESTED

TESTED

Paywall Friction

We designed a metered system. Rather than assigning a random free puzzle, free users could choose one puzzle of their preference. Agency first, subscription ask second.


Research told us puzzles alone wouldn't drive new subscriptions, but knowing they were included gave existing subscribers more reason to stay. That distinction shaped how we framed the metering: less acquisition tool, more retention signal.

Userflows before and after changes

OPTIONS CONSIDERED

Random free daily puzzle (existing) · Hard paywall with promo trial · User-chosen single free puzzle.

WHAT WE CHOSE

User-chosen single free puzzle (metered).

WHAT WE TRADED

Simpler implementation, in favour of giving readers meaningful sampling.

Status: Tested with stakeholders, scoped with engineers, handover documentation complete. Did not ship before business priorities shifted.

SOLUTION 03

SOLUTION 03

ENGAGEMENT AND UI

ENGAGEMENT AND UI

SHIPPED

SHIPPED

Modern UI, shorter formats, less guesswork

The dashboard and puzzle tiles got a full visual refresh, modernised and aligned to brand guidelines for both The Courier and The Press and Journal. Both brands share the same puzzle UI components with slight visual differences between them, a constraint driven by Puzzler's platform rather than a design choice.


Puzzle tiles were updated to show estimated completion time and a View Info link with a short description of each puzzle. Readers could see what they were committing to before clicking play. Less guesswork, less abandonment.


The refresh was staged deliberately.

Puzzles Hub Mobile View

puzzles hub old

Old Hub

puzzles hub new stage 01

New hub stage 1

puzzles hub new stage 02

New hub (stage 2)

On The Courier app - new puzzles hub (stage 2)

Estimated completion time, View Info descriptions, and improved puzzle tile hierarchy. Designed and approved, handed over to engineering.

added game description, estimate duration, and ability to view info

Game-level updates

Alongside the dashboard, the in-game UI for both Wordy and Quiz Master needed an update. The existing screens felt cramped and out of step with the new look.

Wordy

solving words in wordy

How to play screen

Quiz Master

Question and selected option view

Hints pop up and results

OPTIONS CONSIDERED

Single-stage UI and features launch · Defer UI until features ready · Stage the rollout.

WHAT WE CHOSE

Stage the rollout: visual first, features second. Short-form formats added in parallel.

WHAT WE TRADED

A single tidy launch, in favour of shipping momentum and getting earlier feedback.

Testing and iterations

Testing and iterations

Validating before we built

Before anything went to engineers, designs went through several rounds of review. Stakeholders saw early drafts to align on direction. Engineers reviewed next, surfacing technical constraints and flagging anything that would create problems against the existing back-end or Puzzler's platform.


From there we moved into usability testing with readers, split between desktop and app to test both experiences. We tested with a mix of newly recruited participants and returning readers who had taken part in the original discovery interviews. Testing wasn't a single round. Where feedback flagged issues we iterated, then tested again.

For these, we are getting into the details of the

What readers told us

"I found the puzzles quite easily this time. Before I wouldn't have known where to look."

Reader, The Courier

Discoverability landed clearly. Readers who had previously struggled to find puzzles noticed the recirculation blocks without prompting and understood what they were for.

"It's useful knowing how long it'll take. I can decide if I have time for it before I start."

Reader, The Press and Journal

The estimated completion time on puzzle tiles reduced hesitation. Readers felt more in control of their choice before committing to play.

"I like being able to choose the puzzle I actually want to try rather than being given one."

Reader, The Press and Journal

The metered system resonated. Giving readers agency over which puzzle they sampled made the free experience feel considered rather than arbitrary.

Outcome

Outcome

What changed, in numbers and in culture

+129%

+129%

+129%

Weekly puzzle users on The Courier

Weekly puzzle users on The Courier

+122%

+122%

+122%

Weekly puzzle users on The P and J

Weekly puzzle users on The P and J

~6 wks

~6 wks

~6 wks

Time to see the lift

Time to see the lift

(Dec 2024 → Jan 2025)

(Dec 2024 → Jan 2025)

What drove the lift: the recirculation blocks plus the Stage 1 UI refresh, both shipped to production. The metered paywall and Stage 2 features were not yet live, so the engagement gain came from discoverability and modernisation alone.

engagement charts using tableau

What's Next

What's Next

Being honest about scope

Two pieces didn't make it before priorities shifted

The metered paywall. Designed, tested with stakeholders, scoped with engineers, handover documentation complete. Did not ship before business priorities shifted.


Stage 2 dashboard features. Estimated completion time, View Info descriptions, and updated puzzle tile hierarchy. Designed and approved, in build when I left.

If I were continuing the work, the next bets would be streaks, archives, and a daily challenge format to deepen the habit loop the engagement data suggests is forming.

Reflection

Reflection

Three things I took from this project

Framing matters more than fixing. The brief said "make puzzles more engaging." Discovery told us engagement wasn't even the first problem. Discoverability and access came before experience. Getting that sequencing right shaped the whole project.


Designing for two brands at once is its own constraint. The Courier and The Press and Journal have different audiences and different brand identities. Solutions had to work for both rather than being designed for one and adapted. That kept me honest about which design choices were truly core and which were brand-specific dressing.


I'd prototype earlier next time. Ideas that didn't get greenlit could have been validated quickly with low-fidelity tests. Cheap evidence moves priorities faster than a strong argument alone. I'd also push to agree measurement frameworks with stakeholders upfront, so success isn't left open to interpretation after the fact.

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© 2026 Jaci Aricheta. All Rights Reserved.

© 2026 Jaci Aricheta.

All Rights Reserved.