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Nitesh Tiwari

Senior Product Manager · Consumer Products · Growth · Monetization · AI

I build products that earn the next session.

I find where users drop before they reach value, and fix the product before spending more to bring them back. About 7 years in product management, across EdTech and real-money gaming.

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01Documented impact

Results from shipped work, not projections.

Selected outcomes from professional product work, charted with exactly the precision available: ranges stay ranges, approximations stay approximate.

Documented outcome

Headline outcome

Day-7 retention went from 12.2% to 25.4% in a controlled rollout of the redesigned first 60 seconds of onboarding at Witzeal.

+13.2 ptsWitzeal · first-60-seconds onboarding redesign

Scale

100K+

Learners reached

Across Edfora’s learning and engagement products, not a single feature.

Growth

~10% week over week

GMV growth trajectory at Witzeal, sustained over 11 months. Not attributed to any single change.

Hiring for
Reported improvement, %Reported rangeApproximate value

Assignment completion, D0 gameplay and Day-7 retention (changes in level, in percentage points), GMV growth (a weekly rate) and the 48% retention level use different units, so they sit in the table rather than on this axis.

View all 10 outcomes as a table
OutcomeResultPrecisionContext
Learners reached100K+ApproximateReach of Edfora’s learning and engagement products overall, not of a single feature.
Assignment completion18% → 45%ExactEdfora, 2-year academic-cycle dataset: 18% under the static learning path, 45% after the adaptive system was introduced (+27 percentage points). Not attributed to the adaptive system alone. A change in level, so it is not plotted.
Day-7 retention12.2% → 25.4%ExactWitzeal onboarding redesign: control vs. treatment in a 3-week controlled rollout, ~50K users.
D0 gameplay12% → 33%ExactShare of new users who played a game on their first day, before and after the Witzeal onboarding redesign. A change in level, so it is not plotted.
DAU growth12–15%RangeQuiz and gamification layer at Edfora, after DAU had been flat for two months.
Average session time~15%ApproximateQuiz and gamification layer at Edfora.
Student retention8–12%RangeReal-time engagement dashboards for faculty at Edfora, replacing a monthly spreadsheet pull.
GMV growth~10% WoWApproximateWitzeal Technologies: a ~10% week-over-week GMV growth trajectory sustained over 11 months, alongside an experimentation roadmap across pricing and reward loops. Not attributed to testing alone. A weekly rate, so it is not plotted.
Bonus spend reduction~20%ApproximateWitzeal Technologies: bonus allocation moved from flat tiers to expected ROI per player segment. Retention held steady.
Long-term retention, stabilized48%ExactLifecycle messaging moved from one blast to segmented cohorts at Witzeal Technologies. A retention level rather than an uplift, so it is not plotted.

02Selected work

Proof through product decisions.

Each told as a decision: what we saw, what we chose, what it cost and what happened.

Two cases in depth, then two Baazi Games decisions in brief.

  1. 01Gaming · Witzeal Technologies · Product Manager

    Onboarding Funnel Redesign

    Only 12% of new users played a game on their first day, and Day-7 retention was ~12%. A redesigned first session, tested against a 30% control, lifted D0 gameplay to 33% and Day-7 retention to 25.4%.

    Outcome
    12.2% → 25.4% Day-7 retention
    Documented outcome
    Inside · 3 min
    • Activation, not retention
    • ₹15 bonus, ₹20 first deposit
    • 30/70 controlled rollout

    Read the case study

    • Growth
    • Activation
    • Experimentation
  2. 02EdTech · Edfora · Senior Product Manager

    Adaptive Assignment Engine

    A fixed practice sequence gave every learner the same next question. A 3PL IRT-based engine matched difficulty to each learner instead. Across a 2-year academic-cycle dataset, completion was 18% on the static path and 45% after the adaptive system.

    Outcome
    Assignment completion: 18% → 45%
    Documented outcome
    Inside · 3 min
    • Three options, one chosen
    • How the matching works
    • 2-year before vs. after

    Read the case study

    • Personalization
    • 3PL IRT
    • Learning
  3. 03Gaming · Baazi Games · Product Manager · 2019–2022

    Two decisions, in brief.

    1. PokerBaazi · Real-money poker

      Match new players to tables they can survive.

      <60 mspeak server latency

      • Lower D1 bankruptcy rate for new users
      • Net revenue kept growing alongside higher D30 retention
      Problem
      Optimize for D7 liquidity and player survival, not only D0 ARPPU or raw server latency.
      Decision
      Contextual matchmaking on historical wallet size and skill band, so new players see fewer inappropriate high-stakes tables.
      Trade-off
      Client-side polling only for active seat counts; static table metadata served from edge CDN cache.
    2. FanBlaze · Fantasy sports · a feature sunset

      Sunset live scores. Build for pre-match intent.

      <6%of match-day users used it

      ~2 minlonger sessions

      • No meaningful uplift in mid-match contest joins, lineup changes or re-deposits
      Hypothesis
      In-app live football scores would cut context switching and lift live engagement and contest joins.
      Built
      A live score and play-by-play ticker, contest and match-lobby integration, match-event pushes.
      Why it missed
      Users already followed scores elsewhere, fantasy intent was mostly pre-match, and the low-latency sports API added cost without matching value.
      Decision
      Sunset it, and move the effort to starting-XI notifications, injury alerts and head-to-head stats.

      “Users came for fantasy execution, not passive score consumption.”

03Experience

From Android engineering to senior product management.

Built software first, then ran releases, then owned products. Each step shows up in how I scope, prioritize, and make trade-offs with engineering.

  1. 2014–2018

    Engineering foundation

  2. 2019

    Program & release management

  3. 2019–2023

    Product management

  4. 2023–2026

    Senior product management

  1. Jul 2023 – Jul 2026Senior product management

    Edfora · Senior Product Manager

    Gurugram

    Owned product strategy and roadmap for learning and engagement experiences on web and mobile, working with engineering, design, content and business teams.

    OwnedProduct discovery and PRDs · UI/UX design collaboration · Sprint planning · Post-launch analytics: retention, DAU, feature adoption

    • 3PL IRT-based Adaptive Assignment Engine matched question difficulty to each learner’s ability. Across a 2-year academic-cycle dataset, assignment completion was 18% on the static path and 45% after it was introduced
    • Quiz and gamification layer, shaped by teachers who found early prototypes “too game-y”: DAU up ~12–15%, average session time up ~15%
    • Replaced a monthly spreadsheet pull with real-time engagement dashboards for faculty: student retention up ~8–12%
    • Regular interviews and usability tests with students and faculty fed a RICE-based roadmap; 5+ features shipped across web and mobile, reaching 100K+ learners

    In the decision logFaculty signalsGamification

  2. May 2022 – Mar 2023Product management

    Witzeal Technologies · Product Manager

    Gurugram

    Growth, onboarding, monetization and lifecycle for a real-money gaming platform.

    • Found that only 12% of new users played a game on D0 and redesigned the first session: D0 gameplay 12% → 33%, Day-7 retention 12.2% → 25.4% in a controlled rollout
    • Built an experimentation roadmap across pricing and reward loops, during an 11-month ~10% week-over-week GMV growth trajectory
    • Moved bonus allocation from flat tiers to expected ROI per player segment: bonus and discount spend down ~20%, with retention holding steady
    • Moved lifecycle messaging (push, in-app and email) from a single blast to segmented cohorts: long-term retention stabilized at 48%

    In the decision logBonus allocationTesting roadmap

  3. Jun 2019 – May 2022Product management

    Baazi Games · Product Manager

    New Delhi

    Experimentation, segmentation and risk across a multi-game platform including PokerBaazi, Lagai Khai and FanBlaze. Product work on the first-deposit funnel, churn, game discovery and monetization.

    • Ran 20+ A/B tests end to end, from hypothesis and sample size to significance: core funnel conversion up ~15%. A fair number came back inconclusive or negative, which changed how later tests were scoped
    • Used behavioral clustering to replace one default journey with journeys by player segment: session duration up ~35%, retention up ~25%
    • Built a rules-based anomaly detection layer for fraudulent transactions: fraud losses down ~18%

    In selected workPokerBaaziFanBlazeIn the decision logSegmented journeys

  4. Jan 2019 – Jun 2019Program & release management

    PwC India · Program & Release Manager

    Gurgaon

    Program and release management for enterprise web applications, including EwayBill and an LMS. The step between engineering and product: owning delivery across teams and clients.

    • Standardized release processes for a web application deployed to 150+ Fortune companies
    • Coordinated four distributed teams across development, QA, UAT and deployment
    • Ran client UAT, root-cause analysis and defect management, and introduced sprint planning and retros to a team that had been working ad hoc
    • Ran A/B tests on UX changes that lifted client engagement by ~25%
  5. May 2014 – Dec 2018Engineering foundation

    Direct Create · Android Developer

    Gurgaon

    Sole Android developer on a collaboration platform for the handmade industry, connecting makers, buyers and designers. Built the app from scratch and worked directly with the CEO and CTO on what to build.

    • Proposed one app with role selection instead of separate Maker, Buyer and Designer apps: one codebase and one product to market for a small team
    • The platform grew to 400+ maker shops and 100+ designers
    • Real-time chat and file sharing on Firebase; crash rate down ~30% through better state handling and testing
    • OAuth 2.0 and encrypted local storage; a 4.6+ Play Store rating kept through iterative UX fixes

    In the decision logOne app, three roles

04How I work

Product thinking grounded in users, systems, and outcomes.

A lot of my work has started with a number that stopped moving: flat DAU, inconsistent monetization, retention data that arrived a month late. The job is to find the behavior underneath it, choose the one change worth making, and measure it so the team learns something even when the result is flat.

Principles

  1. 01

    Find the behavior under the metric.

    Low completion looked like a content problem. It was a fit problem.

    Evidence · Adaptive Assignment Engine · Problem
  2. 02

    Check where the drop actually happens.

    Only 12% of new users played a game on D0: an activation problem, with a very different fix from retention.

    Evidence · Onboarding Funnel Redesign · Problem
  3. 03

    One outcome decides. The rest explain.

    Pick one outcome tied to user value, and treat activity metrics as diagnosis rather than success.

    Evidence · Adaptive Assignment Engine · Outcome
  4. 04

    Write the hypothesis and the decision rule before the test.

    Read the result by segment. Every result, including the flat ones, narrows the next bet.

    Evidence · Decision log · Testing roadmap
  5. 05

    Fix the first session before adding incentives.

    Then target the incentives you keep by expected return.

    Evidence · Decision log · Bonus allocation
  6. 06

    Personalize only where it clearly improves the job.

    Keep a stable default everywhere else. Past a point, adaptation adds unpredictability.

    Evidence · Adaptive Assignment Engine · Reflection

Decision log

Six more decisions, in brief.

The signal, the call, what it cost, and what happened. Trade-offs are product reasoning; marked outcomes are documented.

  1. Witzeal TechnologiesMonetization

    Stop paying the same bonus to every player.

    Tension Incentive cost vs. retention risk
    Goal: maximize incremental NGR per rupee of bonus spend~20%less bonus and discount spendHeldretention, the main risk going in
    Signal

    Reward costs were eating into margin without a clear retention payoff. Bonuses were allocated in flat tiers.

    Decision

    Replace flat bonus tiers with expected ROI per segment, optimizing for incremental NGR (net gaming revenue) per rupee of bonus spend.

    Trade-off

    Cutting incentives in a real-money gaming product can quietly hurt retention, and that was the main risk going in. The change only reads as a win because both numbers moved the right way: spend fell and retention held.

    Segments
    • New / onboarding
    • High-value / core LTV drivers
    • Low-value / recreational
    • Dormant / at-risk
    Mechanics
    • High-value: targeted loss-protection and liquidity-matched bonuses
    • Low-value / at-risk: friction-reduction top-ups tied to deposit triggers
  2. EdforaData product

    Turn a monthly spreadsheet into a signal a teacher can act on.

    Tension Complete data vs. timely action
    8–12%student retention, after real-time dashboards
    Signal

    Students were disengaging well before faculty found out. Retention data reached faculty through a monthly spreadsheet pull, so by the time anyone saw it, it described students who had already drifted.

    Decision

    Replace the monthly pull with real-time engagement dashboards, so faculty could step in while a student was still reachable.

    The next layer in the product documentation, myAdvisor, moves from dashboards to alerts. It specifies high and medium priority alerts, alerting at module level, a history view, filters by module and date, and deep links that open the part of the product where the teacher can act. Unread alerts are handled deliberately, and notifications are timed around a teacher’s schedule instead of firing the moment a threshold trips.

    Trade-off

    A dashboard shows everything and leaves the teacher to find the problem. An alert picks the problem for them, which only helps if it is the right problem and it arrives when the teacher can do something about it. Send too many and teachers stop reading them, so priority, timing and unread handling matter as much as the signal itself.

    From product documentation
    1. SignalA module-level alert, marked high or medium priority
    2. DecisionThe teacher triages it in context, with history and filters by module and date
    3. ActionA deep link opens the part of the product where they can act, timed around their schedule
    Timing is part of the design: alerts respect a teacher’s schedule, and unread alerts have their own handling. What triggers an alert is not described here.

    The retention result belongs to the dashboards. myAdvisor is shown as product design from the documentation, and no outcome is claimed for it.

  3. EdforaEngagement

    Make practice more engaging without making it look like a game.

    Tension Student engagement vs. teacher credibility
    12–15%DAU growth~15%longer average sessions
    Signal

    DAU had plateaued for two straight months. The response was a quiz and gamification layer, and the risk showed up early: teachers flagged the early prototypes as “too game-y”.

    Decision

    Keep the quiz and gamification layer, and work with design to keep the mechanics from feeling gimmicky to teachers.

    Trade-off

    The most attention-grabbing mechanics are often the ones most likely to lose teachers. In a classroom product, teacher trust is part of the engagement loop, so it can be worth trading some raw engagement for credibility.

  4. Witzeal TechnologiesExperimentation

    Replace one-off monetization bets with a testing roadmap.

    Tension Speed per idea vs. knowing what worked
    ~10% WoWGMV growth trajectory, sustained over 11 months
    Signal

    Monetization results were inconsistent from one change to the next, and the diagnosis was a lack of structured testing.

    Decision

    Build an experimentation roadmap across pricing and reward loops, with each change written as a hypothesis and run as an A/B test.

    Trade-off

    Testing is slower per idea than shipping on conviction. The return is that every result, including the flat ones, narrows the next bet.

    Supporting context: the GMV trajectory spans the period the roadmap ran in. It is not attributed to testing alone, and no starting GMV is shown.

  5. Baazi GamesPersonalization

    Stop designing one journey for every kind of player.

    Tension One journey to maintain vs. several that fit
    ~35%longer sessions~25%higher retention
    Signal

    A single default journey was underperforming across different player segments.

    Decision

    Use behavioral clustering to find the segments that actually behaved differently, then redesign the journey for each of them.

    Trade-off

    Every extra journey is something more to build, test and maintain. Segmentation pays off when the segments are few and clearly different in behavior.

  6. Direct CreateProduct and engineering

    Ship one app with three roles, not three apps.

    Tension Tailored apps vs. what a small team can sustain
    Platform context: 400+ maker shops and 100+ designers
    Signal

    The platform connected three kinds of users in the handmade industry: makers, buyers and designers. The alternative was separate apps for each role.

    Decision

    As the sole Android developer, I proposed a single app where people choose their role, then built it from scratch. Requirements came out of discussions with the CEO and CTO, and the UX was worked through with the designer before implementation.

    Trade-off

    One app means more role logic inside the product and slightly less tailoring per role. Against that: a small team, limited time and budget, one codebase to maintain, one app to run and market instead of three, and a lower technology bill.

    This was an Android Developer role, not a product management role; the product contribution came from working directly with the CEO and CTO on what to build. The 400+ maker shops and 100+ designers describe the platform’s scale. They are not claimed as a result of the one-app decision.

Capabilities, and where each is shown

05AI product lab

AI is one step in a product loop. The loop is what I design.

The product work is everything around the model: where rules are enough, how confidence is shown, what happens when it’s wrong, and who can overrule it.

View the AI prototype Independent prototype
Professional · Edfora
The Adaptive Assignment Engine used 3PL Item Response Theory, a statistical model rather than an LLM: each learner’s ability (θ) estimated per concept, and the next question chosen by its probability of a correct answer, P(θ). Case 01
Independent · portfolio project
The AI Learner Diagnostic: a self-built prototype of this loop. No real users, no production results.
  1. Assess

    Collect a small, representative set of learner evidence.

  2. Diagnose

    Identify the skill gaps the evidence actually supports.

  3. Explain

    Show the learner and educator why, with evidence before the verdict.

  4. Recommend

    Propose a learning path the educator can accept or override.

  5. Practice

    Generate targeted practice for the diagnosed gap.

  6. Evaluate

    Score the outcome against a rubric, not a demo prompt.

  7. Adapt

    Feed the result back into the next decision.

  8. ↺ back to step 1

A conceptual AI product system, and what exists where

  • Professional · Edfora
  • Independent prototype
  • Designed, not run
  1. User signals

    Edfora, professional
    Student performance history
    Independent prototype
    Three learner-signal answers
  2. Diagnostic engine

    Edfora, professional
    Learner ability (θ) per concept, from performance
    Independent prototype
    Skill-gap diagnosis with an evidence trace
  3. Model / rules

    Edfora, professional
    3PL IRT: P(θ) from difficulty, discrimination and guessing
    Independent prototype
    Deterministic rules, no model
  4. Recommendation

    Edfora, professional
    Next question matched to the learner
    Independent prototype
    Next-best action, stated confidence, educator override
  5. Evaluation

    Edfora, professional
    Not part of documented experience
    Independent prototype
    Rubric designed, not yet run
Conceptual architecture, not a description of one shipped system. At Edfora, the documented work is the Adaptive Assignment Engine: 3PL Item Response Theory-based adaptive practice, where learner ability (θ) is matched against question difficulty, discrimination and guessing, and updated after each response. Evaluation there is not described here. The independent prototype runs the full loop with deterministic rules and has no real users.
  1. 01

    Rules first, a model where it earns it

    Much of a learning product can run on deterministic logic. A model belongs where judgment is needed and a wrong answer is recoverable.

  2. 02

    Evaluation before scale

    A representative test set, a rubric, named failure categories and a launch threshold, agreed before anyone argues about the demo.

  3. 03

    Uncertainty is a UX problem

    Show the evidence, say how confident the system is, define what happens when it isn’t, and let a person overrule it.

  4. 04

    Cost and latency are product constraints

    If it can’t run at every learner checkpoint at an acceptable speed and cost, it is a demo feature, not a product.

06Open to Product Manager and Senior Product Manager roles

Hiring for a product role? Let’s talk.

I’m open to Product Manager and Senior Product Manager roles, especially in growth, consumer products, monetization and AI, in Delhi NCR and, where it makes sense, Mumbai. If user behavior and business outcomes have to move together on your problem, I’d like to hear about it.

Experience
About 7 years in product management (since 2019) · 10+ years in technology
Domains
EdTech · Real-money gaming · Consumer and enterprise software
Looking for
Product Manager and Senior Product Manager roles, especially in growth, consumer products, monetization and AI
Location
Delhi NCR, and Mumbai where relevant