Eneba.com

Apr. 2023

Researching impactful Discovery & Search initiatives.

Identifying synergies between digital and physical products through research and effort-impact analysis to select the most promising initiatives for the upcoming quarter.

Result overview

13 initiatives formulated, reviewed and evaluated.

4 initiatives were selected based on impact and effort analysis, leading to the successful launch of A/B experiments.

2 A/B Experiments concluded with positive impact

1 Experiment with non conclusive result (no positive nor negative impact)

Eneba.com

Apr. 2023

Researching impactful Discovery & Search initiatives.

Identifying synergies between digital and physical products through research and effort-impact analysis to select the most promising initiatives for the upcoming quarter.

Result overview

13 initiatives formulated, reviewed and evaluated.

4 initiatives were selected based on impact and effort analysis, leading to the successful launch of A/B experiments.

2 A/B Experiments concluded with positive impact

1 Experiment with non conclusive result (no positive nor negative impact)

Eneba.com

Apr. 2023

Researching impactful Discovery & Search initiatives.

Identifying synergies between digital and physical products through research and effort-impact analysis to select the most promising initiatives for the upcoming quarter.

Result overview

13 initiatives formulated, reviewed and evaluated.

4 initiatives were selected based on impact and effort analysis, leading to the successful launch of A/B experiments.

2 A/B Experiments concluded with positive impact

1 Experiment with non conclusive result (no positive nor negative impact)

Situation

An overview of the project’s background, including the business context and challenges at the start.

Situation

An overview of the project’s background, including the business context and challenges at the start.

Situation

  • I was a member of the Discovery & Search team, focused on improving product exploration and search.

  • Eneba had a strong position in digital sales (game keys, gift cards) but faced challenges with a new classifieds module for physical products launched in 🇪🇸 🇫🇷 🇮🇹 🇧🇪 🇱🇹

  • Strategic goal (OKR): Achieve product-market fit in 🇪🇸 Spain. Convert digital buyers into physical product customers, increasing adoption, sales conversions, and GMV.

  • Main challenge: Lack of synergy between digital and physical products, as most users preferred digital editions.

Task/s

A list of specific responsibilities and objectives, whether self-assigned or defined by stakeholders.

Task/s

A list of specific responsibilities and objectives, whether self-assigned or defined by stakeholders.

Task/s

  1. Conduct an ideation process and formulate actionable hypotheses, supported by low-fi mockups.

  2. Perform an in-team analysis of generated initiatives, evaluating potential business impact vs. effort.

  3. Select feasible initiatives for experiments to be launched in the upcoming quarter and prepare them for presentation to the Board of PMs.

Action/s

A structured breakdown of my workflow in this project, outlining the key activities and decisions taken step by step.

Action/s

A structured breakdown of my workflow in this project, outlining the key activities and decisions taken step by step.

Action/s

1

Strategy Analysis

1

Strategy Analysis

1

Strategy Analysis

To ensure alignment with Eneba’s quarterly strategic goals, I conducted an in-depth review of a 100+ page strategy document published by the Board of Management. Document contained comprehensive metric analyses and defined objectives, structured by the Board of PMs under the leadership of the Head of Product.

My focus was on:

  • Understanding the strategic background, including key performance indicators and dependencies.

  • Identifying patterns and insights that could inform potential initiatives.

  • Extracting key strategic goals to guide the ideation process.

📌 Early Concept Formation:
During this analysis, initial hypotheses and initiative ideas naturally emerged. As a first tangible output, I created an unstructured mind map, capturing all potential experiment ideas, product updates, and feature improvements that could help bridge the gap between digital and physical products. This document laid the groundwork for the upcoming ideation phase. 🚀

2

Competitor Analysis

2

Competitor Analysis

2

Competitor Analysis

Objective

To explore how direct and indirect competitors connect digital and physical product variants, identifying potential competitive advantages for Eneba.

Competitor Selection - I analyzed 3 main categories of competitors:

  1. Gaming Marketplaces (Direct Competitors):

    • G2A.com – Global No.1 and Eneba’s main competitor

    • Kinguin.net

    • Instant Gaming

    • Gamivo.com

  2. Marketplaces & Classifieds:

    • Amazon.com, eBay.com – Global e-commerce leaders

    • Wallapop.es – Most popular classifieds platform in 🇪🇸 Spain

    • Leboncoin.fr – Most popular classifieds platform in 🇫🇷 France

    • OLX.pl – Classifieds platform mirrored across 🇪🇺 EU markets

    • Allegro.pl – Largest Polish e-commerce platform

  3. Consumer Electronics E-commerce: (Top 4 in Poland)

    • Komputronik.pl

    • X-kom.pl

    • Mediamarkt.pl

    • Morele.net

Key Findings

  • No universal UI pattern exists for linking digital and physical versions of the same product.

  • Search engines on most platforms do not actively support cross-referencing digital and physical editions.

  • Marketplaces prioritize physical sales, rarely suggesting digital alternatives.

  • Some consumer electronics retailers offer variant switching, but implementation is inconsistent (e.g., only console games are linked).

  • Major marketplaces (Amazon, eBay, Allegro) focus on seller-driven listings, meaning each product or offer has its own dedicated page, without a centralized product view linking all editions.

Conclusion

The analysis confirmed that no direct "plug-and-play" solutions could be applied to Eneba. Instead, we needed to develop a unique approach to bridging digital and physical product discovery. These insights informed the next steps in ideation and hypothesis generation. 🚀

3

Users Interviews

3

Users Interviews

3

Users Interviews

Objective

Due to time constraints, I opted for quick, informal interviews with gamer friends who own both PCs and consoles. This allowed me to gather insights rapidly, even though it wasn't a fully structured user research process.

Interview topics

  1. Gaming Preferences:

    • How do users perceive differences between PC and console gaming?

    • What influences their choice of platform for specific games?

  2. Search & Purchase Behavior:

    • How do users search for and buy games?

    • What factors influence their platform choice?

    • What friction points exist in their decision-making process?

  3. Choosing Between Digital & Physical Editions:

    • How do they decide whether to buy a physical or digital version of a game?

Key Insights

  • Gift cards as a currency hack - Users often buy gift cards as a cheaper way to fund gaming wallets on PC and console platforms.

  • Exploration via recommendation sections - Users rely on cross-sell and up-sell features like "Other buyers also bought” or “You may also like” to discover alternative versions of games.

  • Hesitation towards second-hand purchases - Sometimes users avoid used physical games due to concerns about Blu-ray disc condition and packaging quality.

  • Price - main decision driver - Unless purchasing special or collector’s editions, users almost always choose whichever version is cheaper.

  • Collectors prefer new editions - Those treating games as collectibles prefer brand-new, shrink-wrapped copies.

  • Resale value matters - Some users prefer physical editions because they plan to resell them later, effectively reducing the cost of future purchases.

Recommendations / Focus areas

💡 Leverage cross-selling techniques to promote alternative editions of the same game.
💡 Involve Gift Cards as a way to boost digital wallet top-ups.
💡 Consider resale incentives or guarantees to reduce hesitation around second-hand purchases.

4

Hypothesis Formulation & Low-Fidelity Concepts

4

Hypothesis Formulation & Low-Fidelity Concepts

4

Hypothesis Formulation & Low-Fidelity Concepts

Objective

Using my previously gathered notes and insights, I structured a list of potential concepts that could be implemented to improve the synergy between digital and physical products.

Structure - each concept was documented with:

  • Research Hypothesis – based on observed user behaviors or identified pain points.

  • Project Hypothesis – outlining a potential solution to address the identified challenge.

  • Low-fidelity mockup – visually representing the idea for better clarity.

  • Preliminary pro/con analysis – based on my subjective assessment, intended as a starting point for team discussions during grooming sessions.

5

Impact/Effort Analysis

5

Impact/Effort Analysis

5

Impact/Effort Analysis

Initial Evaluation with the PM

  • Together with the Product Manager, we estimated the potential impact of each concept on our OKRs.

  • We conducted a vertical evaluation of business impact, aligning concepts with strategic goals.

  • No red flags were identified, and all initiatives remained on the list for further evaluation.

Effort Estimation - Technical Feasibility Review with the Development Team

  • Over 3 refinement sessions, I presented each concept, explaining the rationale and expected outcomes.

  • Developers and testers provided feedback, leading to minor adjustments.

  • The team then conducted a technical effort estimation for implementation.

Initiative selection & Prioritization

Quick Wins: We prioritized low-effort, high-impact initiatives for immediate action.
Final Review: The Board of Managers reviewed the final selection for approval.
Backlog Planning: Other initiatives were moved to the Product Discovery backlog for future evaluation.

6

Initiative 1. Cross-linked physical product recommendations

6

Initiative 1. Cross-linked physical product recommendations

6

Initiative 1. Cross-linked physical product recommendations

Overview

  • 3 similar ideas were merged into 1 initiative, resulting in the release of 3 separate A/B experiments targeting product recommendation strategies.

  • Each experiment focused on a specific cross-linking opportunity. PC hardware upgrades were prioritized due to their high potential impact (higher product margins)

  • For all experiments, both the target products and the related recommendations were manually selected. Experiments were limited to selected product pages and were not rolled out globally. This manual setup enabled quick validation of hypotheses - an MVP-first approach helped assess potential impact before scaling.

Hypotheses & Result

#

Problem/Research hypothesis

Implemented Solution/Project hypothesis

Result / Impact

1

PC hardware upgrades recommendations

Users interested in newly released games are more likely to upgrade their hardware to enhance gameplay

  • better graphics

  • smoother FPS

  • faster load times

New section on PC games pages, recommending high-performance hardware components (CPU, GPU, RAM, SSD).

The setup included:

  • 10 pre-selected trending games, with components displayed directly on their product pages.

  • All recommendations were dynamically pulled from the available product base..

  • A lightweight algorithm matched hardware to each game's recommended requirements:

    • CPUs filtered by processing speed relevant to the game

    • GPUs prioritized top-tier performance and price

    • RAM and SSDs were matched to the game's specs

Confirmed

  • Increased visits to hardware product pages

  • Higher conversion in PC hardware categories


Confirmed

  • Increased visits to hardware product pages

  • Higher conversion in PC hardware categories


Confirmed

  • Increased visits to hardware product pages

  • Higher conversion in PC hardware categories


2

Games suggestions on “Subscription Gift Cards” pages

Users buying subscription gift cards for console platforms are often interested in specific games available on that platform, and may consider purchasing physical copies alongside the card.

New section on subscription gift card product pages, promoting popular physical games for the same console platform.

The setup included:

  • 10 top-selling gift card products preselected for the experiment

  • For each, we manually linked ~10 popular or trending games

  • Game offers were displayed directly on the gift card pages

Confirmed

  • Increased visits to promoted game pages

  • Higher sales of physical console games

Confirmed

  • Increased visits to promoted game pages

  • Higher sales of physical console games

Confirmed

  • Increased visits to promoted game pages

  • Higher sales of physical console games

3

Games suggestions on “Top-up Gift Cards” pages

User who is about to buy Top-up Gift Card for related Console Platform, wants to buy and play specific game available on this platform and would consider to buy a physical copy of this game.

New section on top-up gift card product pages promoting relevant physical console games.

The setup included:

  • 10 top-selling top-up gift cards selected for the experiment

  • For each, we manually linked ~10 popular or trending games

  • Game offers were displayed directly on the gift card pages

Not confirmed

While visits to physical game product pages increased, no significant uplift in sales of those physical game editions was observed.


Not confirmed

While visits to physical game product pages increased, no significant uplift in sales of those physical game editions was observed.


Not confirmed

While visits to physical game product pages increased, no significant uplift in sales of those physical game editions was observed.


Key takeaways

  • Synergy between console gift cards and physical games was identified - some users began purchasing physical editions more frequently.

  • ⚠️ Cannibalization effect emerged : gift card sales slightly dropped as some users opted for physical games instead. However, overall profitability increased 📈 due to a higher ACV - physical products were often more expensive, despite having the same fee structure.

  • Mild up-selling effect was observed — some users bought hardware components together with games.

  • Users buy top-up gift cards not only to access games💡, but also to purchase in-game currencies, DLCs, and other add-ons.

  • Successful patterns from these experiments may be further automated or scaled in future iterations.

7

Initiative 2. Search in category A/B experiment.

7

Initiative 2. Search in category A/B experiment.

7

Initiative 2. Search in category A/B experiment.

Product catalog main navigation.

Overview

Opis wariantu A - Wariant minimalistyczny UI - Wybor kategorii następował - wyslanie requestu następowało automatycznie po zmienie wartosci w selekcie kategorii, lub po użyciu przycisku klawiatury Enter

Opis Wariantu B - Wybor kategorii działał jak klasyczy select z koniecznościa manualnego zaaplikowania wyboru, wyslanie requesta następowało po uzyciu przycisku search lub uzyciu przycisku klawiatury Enter

Hypotheses & Result

#

Problem/Research hypothesis

Implemented Solution/Project hypothesis

Result / Impact

1

Brak możliwości wybrania wstepnie kategorii w obszarze której nastąpi wyszukiwanie.

Users who can narrow search results to specific categories are more likely to explore new product categories.


Allowing users to select categories for narrowed searches will:
- increase exposure to new categories and boost visits to physical product pages,
- improve conversion rates for physical products.

Non conclusive

  • No positive nor negative impact on conversion rate.

  • Provided solution increased visits to physical pages, but no changes in CR

Non conclusive

  • No positive nor negative impact on conversion rate.

  • Provided solution increased visits to physical pages, but no changes in CR

Non conclusive

  • No positive nor negative impact on conversion rate.

  • Provided solution increased visits to physical pages, but no changes in CR

Key takeaways

  • Popularne rozwiązania stosowane na popularnych market placach i powszechnie używane design-patterny i funkcjonalności wcale nie muszą mieć pozytywnego impactu  dla specyficznej grupy docelowej jaką są gracze.

  • Wyniki eksperymentu jeszcze raz dobitnie podkreśliły coś o czym poniekąd wiedzialismy, a mianowicie - wiekszosc customerow:

    • dokładnie wie czego szukają i wpisują nazwę konkretnego produktu, niekiedy dodając nawet słowa kluczowe określające platformę lub edycję danej gry

    • rzadko używają marketplacu jako miejsca w którym eksplorują nowe i nieznane tytuły

    • Możliwość wybór kategori w ramach której uzytkwonicy chca wyszukiwać wcale nie musi miec pozytywnego wpływu na jakośc otrzymanych wyników wyszukiwania.

  • Variant A was completely failed - Used uncommon ixd pattern with no action button completely failed. Dzięki porażce wariantu A - Jeszcze raz utwierdziłem się w słuszności mojego podejścia tradycjonalistycznego jeżeli chodzi o wybór patternów UI - Powszechne patterny lepiej się przyjmują u użytkowników, a zbytnia kreatywność wydaje się nie być wskazana.

  • Zbyt daleko idące różnice w podejściu do IxD (Variant A vs Variant B) nie jest wskazane w jednym eksperymencie, im mniejsze różnice w obu wariantach tym lepsze i bardziej wiarygodne wyniki eksperymentu.

8

Initiative 3. Menu IA experiment

8

Initiative 3. Menu IA experiment

8

Initiative 3. Menu IA experiment

Overview

  • Architecture designed based on Competitor analysis and in-house card sorting excersices.

  • 3 variants of new information architecture designed based on Competitos analysis and in-house card sorting workshops (10 respondends)

  • Figjam z wariantami

Product catalog main navigation.

Hypothesis & Result

#

Problem/Research hypothesis

Implemented Solution/Project hypothesis

Result / Impact

1

Obecna struktura głwonej nawugacji nie promuję kategorii producktów fizycznych, większośc treści/pozycji w glwonej nawigacji nawiązuje do produktów cyrfowych, a kategorie produktów fizycznych są słabo dostępne.


The main menu places greater emphasis on digital products, while physical categories are not sufficiently highlighted.

Zmiana struktury glownego menu na taką która w równym stopku będzie promomowała kategorie zarówno firzyczne jak i cyfrowe, zwiększy wśród użytkwoników światomość istnienia nowych alternatycnych kategorii produktowych oraz zwiekszy tym samym odwiedzalnośc stron produktów fizycznych oraz w następstwie ich sprzedaż.


Providing a revised information architecture for the main menu, focused on new physical categories, will:
- increase exposure to these categories,
- boost visits to physical product pages,
- improve their CR

Rejected

Could not be released.

Rejected

Could not be released.

Rejected

Could not be released.

9

Initiative 4. Physical categories shortcuts A/B test.

9

Initiative 4. Physical categories shortcuts A/B test.

9

Initiative 4. Physical categories shortcuts A/B test.

Overview

  • Z uwagi na niemożnośc wyreleasowania eksperymentu obejmującego zmianyw. postanowilismy wereleasować ekspertyment którów wyświetał na stronie głownej skróty do najważneisjzych, głownych kategorii produktów foizycznych.

  • Opis wariantu A

  • Opis Wariantu B

  • AI generated images for each (Midjourney)

  • Wereleasowane na Desktop + Mobile

  • Eksperyment trwał przez 30 dni.

Preview of A/B variant on desktop and mobile WEB envirnoment.

Preview of AI generated graphics (Midjourney) necessary for the experiement.

Hypothesis & Result

#

Problem/Research hypothesis

Implemented Solution/Project hypothesis

Result / Impact

1

Users are unaware of the new physical product categories or perceive them as “empty” with no content.

Displaying shortcuts to featured physical product categories will:
- increase traffic to these categories,
- improve their sales conversion rates.

Wyświetlenie skrótów do głownych kategorii produktów fizycznych na stronie głownej zwiększy wśród użytkwoników światomość istnienia nowych alternatycnych kategorii produktowych oraz zwiekszy tym samym odwiedzalnośc stron produktów fizycznych oraz w następstwie ich sprzedaż.

Confirmed

Positive impact on visits and sales
Variant A won both on desktop and mobile.


Confirmed

Positive impact on visits and sales
Variant A won both on desktop and mobile.


Confirmed

Positive impact on visits and sales
Variant A won both on desktop and mobile.


Results

Key outcomes achieved, excluding sensitive client data such as specific KPIs or business growth metrics.

Results

Key outcomes achieved, excluding sensitive client data such as specific KPIs or business growth metrics.

Results

  • 13 initiatives were formulated, reviewed, and evaluated by the team.

  • 4 initiatives were selected based on impact and effort analysis.

  • 6 successfully released A/B experiments.

    • ✅ 4 experiments with confirmed positive impact.

    • 1 experiment rejected due to technical constrains

    • ❌ 1 experiment with not confirmed positive impact

    • 💡 1 experiment with "non conclusive"? results (no positive, nor negative impact)

  • Few synergy-points identified for further in-depth research about how to use this synergy to increase sales/GMV

Learnings

New insights and experiences gained throughout the project.

Learnings

New insights and experiences gained throughout the project.

Learnings

  • Having a well-defined strategy helped me deeply understand the problem space and the concept of synergy between digital and physical products. The strategy served as an inspiration rather than a strict prescription of solutions, allowing for more creative ideation.

  • Close collaboration and frequent discussions with PM significantly improved my ability to analyze and assess potential business impact (both positive and negative).

  • Experiments released on limited amount of products with limited and manually selected related-products, okazały się wystarczające aby potwierdzic wstępnie [ostawione hipotezy i były effortless for develpment.

What's missing?

Aspects I wished to explore but couldn’t due to business, technical, resource, or time constraints.

What's missing?

Aspects I wished to explore but couldn’t due to business, technical, resource, or time constraints.

What's missing?

  • Limited user research scope – Due to time constraints, interviews were conducted with personal contacts instead of a broader user base.

  • No direct competitor had a ready-to-copy solutions/patterns, requiring more experimentation.

Reference

The key stakeholder I collaborated with on this project, who can confirm my engagement and workflow.

Reference

The key stakeholder I collaborated with on this project, who can confirm my engagement and workflow.

Reference

Andrius Kavaliunas

Project Manager (Discovery & Search)

Andrius Kavaliunas

Project Manager (Discovery & Search)

Andrius Kavaliunas

Project Manager (Discovery & Search)

Get in touch.

Feel free to reach out for collaborations or just follow me ☺️

Scan & add to Contacts

Get in touch.

Feel free to reach out for collaborations or just follow me ☺️

Scan & add to Contacts

Get in touch.

Feel free to reach out for collaborations or just follow me ☺️