WORK / Great Question

Great Question

CLIENT

Great Question

YEAR

2021–2025

SERVICES

Product Design, Digital Design

DURATION

4 years 4 months

Great Question is a UX research platform built for enterprise teams. Our role was to support this American startup throughout its foundational years. Over a four-year partnership, we helped build the platform from scratch and drive its evolution through to full AI integration.

PROBLEM

No established platform, and the ground kept shifting

When we came on, Great Question was an early-stage idea more than a platform, without the credibility or feature depth enterprise research teams needed to trust it as their system of record. Over four years the goalposts moved more than once.

APPROACH

An embedded team, not a vendor on retainer

Over four years we worked the way an in-house team does. Embedded in the same process from discovery through to engineering handoff, not handed a brief and asked to come back with mockups. Figma was the shared surface for all of it, research synthesis, flows, high-fidelity screens, and the prototypes engineering built from directly. The work itself ranged widely. An onboarding flow rebuilt from scratch, new study types designed end-to-end, interaction patterns for AI-moderated interviews, and the smaller configuration and settings work that never gets its own case study. What held it together wasn't any single project, it was the same standard applied consistently as the platform and its market kept changing under it.

IMPACT

Three measurable wins, across four years

20%

Increase in signups after shipping three new research methods

15%

Lift in trial-to-paid conversion from the onboarding redesign

50%

Increase in product engagement time from 100+ shipped improvements

Across four years, two changes moved the numbers directly. Shipping Unmoderated Prototype Testing, Card Sorting, and Tree Testing as core research methods drove a 20% increase in signups over time, and a full redesign of onboarding lifted trial-to-paid conversion by roughly 15% while cutting time-to-first-value. The third shift built up over time rather than shipping at once. Across four years we made more than 100 small improvements (quick wins) throughout the product, tightening flows, clearing friction points, smoothing rough edges. No single change moved the needle on its own, but together they lifted the time people spent actively engaged in the product, completing real actions instead of drifting off, by 50%.

NEXT PROJECT

Timbre

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