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Product Management Root Cause Analysis Question: Investigating declining session length in educational gaming platform
Image of author vinay

Vinay

Updated Dec 2, 2024

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Asked at Mojang

15 mins

Why has the average session length for Minecraft: Education Edition declined from 45 minutes to 30 minutes this quarter?

Data Analysis Problem Solving Strategic Thinking EdTech Gaming Software
Product Strategy User Engagement Data Analysis Root Cause Analysis Educational Technology

Introduction

The decline in average session length for Minecraft: Education Edition from 45 minutes to 30 minutes this quarter is a concerning trend that requires thorough investigation. This analysis will systematically identify potential root causes, validate hypotheses, and propose solutions to address the issue while considering both immediate and long-term implications for the product.

Framework overview

This analysis follows a structured approach covering issue identification, hypothesis generation, validation, and solution development.

Step 1

Clarifying Questions (3 minutes)

  • Looking at the timing, I'm thinking there might be seasonal factors at play. Has this decline coincided with any particular academic calendar events?

Why it matters: Seasonal patterns could explain temporary fluctuations in usage. Expected answer: The decline started mid-semester, not aligning with typical academic calendar events. Impact on approach: If seasonal, we'd focus on adapting content for different periods; if not, we'd look deeper into product or user behavior changes.

  • Considering user segments, I'm curious about the distribution of this decline. Are we seeing this drop across all user types, or is it more pronounced in specific groups?

Why it matters: Identifying affected segments helps narrow down potential causes and tailor solutions. Expected answer: The decline is more significant among high school students compared to elementary and middle school users. Impact on approach: We'd focus on understanding the unique needs and challenges of high school students and educators.

  • Thinking about recent changes, have there been any significant updates to the platform or curriculum content in the past quarter?

Why it matters: Product changes can directly impact user behavior and session length. Expected answer: A new user interface was rolled out at the beginning of the quarter. Impact on approach: We'd investigate how the UI changes might have affected navigation and engagement.

  • Regarding external factors, has there been any shift in competitive landscape or educational policies that might influence how educators use Minecraft: Education Edition?

Why it matters: External pressures can alter product usage patterns. Expected answer: No major policy changes, but a competitor launched a similar product with shorter, more focused learning modules. Impact on approach: We'd examine our content structure and consider if shorter, more targeted sessions might better serve user needs.

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