03. case study mobile · behaviour shift dream11 · 2026

Watch Along Landscape.

Engagement team at Dream11 — live streaming, watch time, keeping users in the room. Average watch time was stuck at 2.3 minutes. The goal was to move it. The first answer was more features. That wasn't enough.

15.2 Min
avg watch time landscape
2.3 Min
portrait baseline
6.6X
lift from the posture change
the 60-second version

We needed watch time up from 2.3 minutes. Features kept people busy — not watching. The fix was a posture change, not another engagement layer.

engagement · watch time · the brief

Our job was to increase live stream watch time. People weren't staying — and more features weren't fixing it.

I work on the engagement team at Dream11 — live streaming, interaction, and the metrics that tell us whether users are actually watching or just passing through. Watch Along's average watch time sat at 2.3 minutes. That was the number leadership tracked, and that was the number we needed to move.

The first instinct was familiar: build more engagement. Polls, gifts, shout-outs, activity layers — features designed to give people reasons to stay. People used them. Session length barely moved. Activity went up. Commitment didn't.

The project didn't start in a roadmap review. It started as a side conversation at the table — a product manager and I asking a simple question: why do long-form live apps default to landscape, and we're still portrait-first? We pulled up the platforms already living inside the Dream11 ecosystem and looked at how they handled serious viewing.

beat · 01
The metric
Average watch time: 2.3 minutes. The north star was clear — get people to stay longer in the stream.
beat · 02
The first bet
Ship more engagement features so users had reasons to stay. Usage increased. Watch time didn't follow.
beat · 03
The spark
A table-side question with a PM: if long-form live is landscape-first everywhere else, why are we still teaching portrait behaviour?

We benchmarked three top live streaming platforms — YouTube Live, Twitch, and Kick. All three offered landscape as a first-class watch mode. TikTok was the only portrait holdout, and it was built for short-form loops — 8 to 12 minute sessions, not ninety-minute cricket streams. The pattern was already visible. Watch Along was the outlier. That was how we approached the project — not as a layout refresh, but as a bet that changing how users held the phone would change how long they stayed.

section · 01

Approach.

From the problem to the posture shift.

three acts · one behaviour shift

Watch Along on mobile, in three acts.

With the problem framed, the arc became clear. The product lived on mobile, but it behaved like a casual portrait feed — a bad match for long-form sports streams. The work was about changing posture from browse-and-leave to rotate-and-commit.

act · 01
Portrait
Portrait taught users to browse the stream instead of committing to it.
act · 02
Landscape
I owned the fully rotated mobile landscape mode and migrated the interaction stack into it.
act · 03
The bet
If the phone posture changed, watch time should follow.
posture, not clutter

Users weren't rejecting the content. Portrait was training them to leave.

The engagement features weren't wrong — they just couldn't fix a format problem. The streams were long-form, but portrait told a short-form story: light, interruptible, always one swipe away from something else. The issue wasn't missing activity. It was posture.

what portrait taught users

Three signals from the portrait era.

signal · 01
Not Sticky
On mobile, portrait felt disposable. One swipe could take users elsewhere, so the product never built the sense of “I'm staying here.”
signal · 02
Wrong Format
Long-form sports content wrapped in short-form behaviour. Serious sports viewing already lived in landscape. Watch Along was the outlier.
signal · 03
Lost Center
The stream never earned the center of gravity. Chat, activity and On Stage sat above, below or on top of the video — never beside it.
section · 02

Insight.

Reframing only works if you have proof strong enough to bet on.

evidence, research, benchmarking

We already had the signal. We needed conviction to act on it.

The table-side benchmark wasn't a formal research sprint — it was two people pulling up how the top live platforms actually worked. But the pattern held under scrutiny. The question was not whether we had perfect certainty. It was whether we had enough signal to make the right aggressive move.

long-form live · four platforms

Across long-form live, the answer was already visible.

The platforms built for long sessions had already made the same decision: landscape for serious viewing, side surfaces for interaction, 16:9 as the default live frame.

platform · 01
YouTube Live
Landscape
25 – 40 min sessions · side-panel
platform · 02
Twitch
Landscape
30 – 95 min sessions · side-panel
platform · 03
Kick
Landscape
35 – 80 min sessions · side-panel
platform · 04
TikTok
Portrait · outlier
8 – 12 min sessions · overlay-first
takeaway · Landscape · 16:9 · side-panel interaction — the default for serious viewing.
one north-star, two reads

If people changed how they held the phone, watch time should follow.

We measured the project the way the business felt it. Watch time was the north-star metric. Chat and activity health mattered, but they were secondary reads on whether the new mobile posture was working.

business readoutnorth-star

  • Watch time — the single number leadership reviewed

secondary readsupporting

  • Chat health · messages per active viewer
  • Activity health · polls, predictions, reactions
design principle · Video first. Interaction beside it.
section · 03

Role.

Where strategy had to become a real mobile product.

lean team · sharp ownership

I owned the part where strategy had to become a real mobile product.

The initiative had two parts: landscape video inside portrait, and a fully rotated landscape phone experience. I owned the second part — making the behaviour-shift thesis real at the product level.

what i owned

  1. The fully rotated landscape mode — 16:9 viewing layout
  2. Side chat & activity panel — interaction beside video
  3. Gifts, Squad Goal, On Stage — landscape versions
  4. Hit and Miss, Polls — overlays in the new posture
  5. The hierarchy call — what stays, what shifts orientation

how i worked

  1. Turning hypothesis into shippable decisions fast
  2. Live infra, rotation handling, OBS pipeline
  3. Working with ads on the smaller mobile canvas
section · 04

Solution.

Rewriting the hierarchy, not just rotating the UI.

on a phone, every panel steals from the stream

Rewriting the hierarchy, not just rotating the UI.

This was not a web-style side panel exercise. The design had to preserve participation without letting it retake the centre of the screen.

video first · interaction beside

Three moves to make the posture real.

move · 01 · posture
Make video worth rotating for
Rotate the phone, feel the shift. Video earns the centre — engagement stays, but moves to the background.
Portrait to landscape — watch posture shift
what changes

Portrait feed becomes 16:9 watch posture. The stream has to feel worth committing to the moment you turn horizontal.

move · 02 · layout
A 65 / 35 split, intentionally
Give chat and activity room without crowding the stream. The split reads as one frame — not two screens stitched together.
Landscape frame — 65 / 35 video and side panel split
the frame decision

Video holds 65%. Side panel takes 35%. Video leads; the panel supports.

move · 03 · interaction
Chat & overlays move sideways, not away
Nothing removed — everything repositioned. Chat, gifts, and live activities sit beside the stream so video holds the centre.
Chat panel and activity stack beside the stream
what stays accessible

Participation stays one tap away — chat, gifts, polls and Hit & Miss move to the side rail instead of stacking on top of the stream.

the rotated console

One frame. Video centred. Activity beside it.

Below: the rotated mobile mode. Stream holds the left two-thirds. Chat, activity, gifts and Hit & Miss occupy a single right-rail panel. Polls, Squad Goal and On Stage surface as overlays inside the video without breaking the watch posture.

two hard compromises

A better viewing story came with two hard compromises.

Making the stream more focused did not remove product complexity. It made the tradeoffs impossible to ignore.

tradeoff · 01 / ads

Keep ads. Shrink them.

why

Ads were a primary revenue surface, and removing them in landscape was not on the table. In the tighter mobile canvas they overlapped the stream when carried over at full size.

tradeoff

Keep ads in view but resize to 320×50 units. Visible enough to matter, small enough to stop competing with the stream.

evidence

320×50 is the long-running mobile banner standard — a known yield surface that publishers and creatives already optimise against.

diagram / tradeoff-01
v1
320 × 50 ad unit
kept in view · smaller footprint
cut
Full-size in-stream ads
competed with the watch posture
tradeoff · 02 / fantasy & payments

Rotate for team creation & payment flows.

why

Fantasy team creation and DreamBucks top-up were too heavy for the side-panel model when ads, activities and live video were all active on the same phone screen.

tradeoff

Rather than force parity, the product changes orientation when those tasks begin — portrait for fantasy and payments, landscape for watching.

evidence

Fantasy and payments already lived in portrait everywhere else in the app. Carrying that posture for the duration of the task kept the cognitive model intact.

diagram / tradeoff-02
watch
Landscape
16:9 video · chat · activity
task
Rotate to portrait
create team · buy DreamBucks
return
Rotate back to landscape
return to watch posture
section · 05

Impact.

When the posture changed, the metrics changed with it.

first-month launch readout

2.3 minutes → 15.2 minutes of watch time, the moment the phone rotated.

The first month after launch validated the thesis: this was not a cleaner layout — it was a stronger mobile viewing mode.

launch readout
15.2 min
average watch time · first-week landscape sessions
portrait baseline
2.3 min
average watch time per user before the orientation shift
what we bought · what we paid for it

We bought watch time. We paid for it in interaction depth.

Conversation stayed alive. Reactions and predictions held. Polls and DreamBucks softened — the cost of letting video take the lead.

chats / user
4.72

Conversation stayed alive even after video took the lead.

reactions / user
1.19

Mostly flat once the new mobile hierarchy settled in.

predictions / user
1.76

Also held roughly flat after the move to landscape.

polls / user
1.72

Weaker in the new hierarchy where video became the first focus.

DreamBucks/user
45.23

Monetization depth still showed the cost of the new balance.

section · 06

Reflection.

The strongest design move was not a component. It was a behaviour shift.

what i bring · what i traded

Turning a directional hypothesis into a shippable mobile decision — fast, and on purpose.

my strengthreading the pattern

  • Reading the benchmark pattern fast
  • Holding the design call against revenue and platform pressure
  • Keeping the system coherent across ads, fantasy, chat, gifts and overlays — without waiting for perfect certainty

the tradeoff i madewatch over depth

  • Polls dipped — by design, not by accident
  • Some flows now break orientation (fantasy, payments)
  • Made the call deliberately — the business signal was watch time, and the design had to commit to it instead of hedging
two lessons

On mobile, orientation is not a formatting choice. It changes intent and attention.

lesson · 01
Product lesson
posture changes the story the product tells
We didn't improve watch time by decluttering the stream. We improved it by changing the story the mobile product was telling: less browse, more stay.
lesson · 02
Team lesson
lean teams reward informed conviction
Benchmark patterns, internal validation and strong product judgement were enough to move quickly — without waiting for perfect certainty.
happy to go deeper on role scope, the tradeoff calls, the metrics, or the specific landscape interactions — chat, On Stage, polls, fantasy team creation.