CUSSME

Product Case Study

PRODUCT: CussMe – A slang and language app.

PRODUCT GOAL: Design a fun and engaging experience for users to explore swear words across different languages and cultures.

MY ROLE: Consultant Product Owner – Focused on monetization strategy, product roadmap, and gamification concepts for future versions.

PRODUCT WEBSITE: cussme.xyz

DELIVERABLES:
CussMe_User_Stories
CussMe_Ideas_V2+

APP LINK:

PRODUCT OVERVIEW

CussMe is a quirky, culturally rich language app that helps users explore swear words from around the world. It takes a playful and educational approach to language learning, breaking taboos while encouraging curiosity and cultural discovery.

PROBLEM

Despite its unique concept, the app lacked a clear monetization model, a structured roadmap beyond MVP, and mechanisms for long-term engagement. The team needed a product perspective to tie these elements together and shape the post-launch vision.

MY CONTRIBUTIONS

I joined as a Consultant Product Owner, supporting the  designer and developer team by:

  • Writing user stories for MVP features with an emphasis on monetization.

  • Exploring gamification concepts to drive user engagement.

  • Proposing future feature ideas to help shape the product roadmap.

RESEARCH & TARGET AUDIENCE

Before contributing to the product direction, I reviewed early wireframes and worked closely with the founder and design team. We held async feedback sessions, analyzed the app’s core concept of language and humor, and evaluated competitors to better understand our potential audience.

To guide early product thinking, I created proto personas through fast and assumption based user sketches. These were based on initial conversations with the founder, early concept notes, and informal patterns we noticed in language learners, travelers, and meme communities. I also leveraged AI assisted research tools to quickly validate some of these user patterns. These helped frame discussions and prioritize features around curiosity, humor, and real-world language learning.

These sketches weren’t based on user interviews, they were early assumptions to guide our scope and validate with feedback.

COMPETITOR ANALYSIS

To better understand the landscape, I analyzed both direct and indirect competitors. Most fell into two main buckets: slang dictionaries and novelty language apps. While these apps offered some valuable features, none fully captured the global, interactive experience we aimed to deliver with CussMe.

Key Competitors

1. Urban Dictionary (Web-based)

  • Strengths: Large, crowdsourced database of English slang and cultural phrases.

  • Weaknesses: No mobile app, lacks gamification, no support for non-English languages, no pronunciation aid.

  • Opportunity for CussMe: Create a multilingual platform with structured UX, enabling users to understand the cultural and contextual nuances of slang. CussMe can also include audio features, pronunciation guides, and gamified elements to boost user engagement.

2. Slang Dictionary & UrbanWatch (Clone apps of Urban Dictionary)

  • Strengths: Mobile friendly, easy-to-search English slang.

  • Weaknesses: Limited to English, lacks audio or  community interaction.

  • Opportunity for CussMe: Provide higher quality, verified content with audio and cultural notes across multiple languages.

3. Curse Quick Soundboard

  • Strengths: Offers swear words in multiple languages with audio playback.

  • Weaknesses: No search function, no cultural context or translations, limited interaction, not educational.

  • Opportunity for CussMe: Combine the fun audio experience with searchable functionality and contextual depth.

4. Memrise / Duolingo

  • Strengths: Popular for language learning, gamified UX, rich in features.

  • Weaknesses: Avoid swear words, focus on formal vocabulary.

  • Opportunity for CussMe: Position as a fun, taboo breaking alternative that teaches cultural nuance rather than grammar.

MVP SCOPE: KEY USER STORIES

I delivered detailed user stories for the app’s core features, with a focus on monetization, content access, and utility, all aimed at addressing specific user needs:

  • Premium subscriptions: Allow users to access unlimited slang content, empowering them to learn more in-depth cultural language without barriers.

  • Limited access for free users: Encourage casual users to explore premium features, converting them into paying customers by offering incremental value.

  • Flagging/reporting content: Ensures that content maintains a high standard, protecting the community from harmful or irrelevant entries and promoting quality content.

  • Rating and bookmarking entries: Provides users with an easy way to save, track, and share interesting slang, enabling them to quickly revisit entries for future use.

  • Audio playback button: Adds value for users who need to hear accurate pronunciation of slang, enhancing their understanding and making the learning process easier, especially for travelers or language enthusiasts.

View full user stories document: CussMe_User_Stories

BEYOND MVP: PRODUCT VISION & PRIORITIZATION

After defining the MVP, I explored scalable features that aligned with both user motivations and long-term monetization goals.

As part of exploring the long-term potential of CussMe, I ideated and pitched several post-MVP features to the founder. These were guided by user motivations (mastery, play, sharing, curiosity) and aligned with monetization opportunities.

How These Ideas Were Generated:

  • Popular gamification models (mini games, badges, reward loops)

  • Behavioral patterns from niche entertainment and language apps

  • Persona needs and motivations developed through early feedback sessions

  • Common retention-driving features like notifications, sharing prompts, and email marketing

Key Feature Concepts:

  • Mini Games – Trivia and quiz style games to encourage repeat usage and reinforce knowledge in a playful way

  • Reward System – Users can unlock badges, avatars, or exclusive content for daily logins or in-app milestones, fostering intrinsic motivation

  • Push Notifications Context aware prompts, such as “Word of the Day” or regional language packs, to drive daily engagement

  • App Ratings & Share – In-app flows to encourage satisfied users to share the app and leave reviews, supporting organic growth

  • Newsletter Signup – Capture emails for seasonal offers, content updates, and retention campaigns post-launch

View Potential ideas for v2 & beyond document: CussMe_Ideas_V2+

Why And How Features Were Prioritized:

PriorityFeaturesRationale
FirstPush Notifications, Ratings/ShareHigh engagement potential with low development effort and cost, making it ideal for an early stage product with a limited budget.
MidMini GamesModerate development cost, but strong potential for engagement and retention. Prioritized once core engagement tools are stable and funded.
LaterReward SystemHigh user engagement value, but lowest priority due to greater complexity, cost, and the need for backend infrastructure for moderation and rewards.

OUTCOME & IMPACT

I helped define the MVP scope, prioritize features based on cost and user value, and align the team on a clear monetization strategy. My contributions shaped early product decisions, guided feedback loops with design, and helped shape a roadmap the team could build on. The foundations I contributed continue to support development and upcoming releases.

REFLECTION

Working on CussMe was a great opportunity to apply product thinking to a bold, unconventional app. I enjoyed the challenge of translating a quirky idea into structured, scalable features, especially around monetization and engagement.

This project sharpened my ability to:

  • Frame user problems through personas and context

  • Break down features into testable, monetizable components

  • Explore post-MVP opportunities with a clear “why and when”

While the product is still evolving, contributing at this early stage helped me grow as a product owner and collaborate effectively with both creative and technical teams. It reinforced my belief that even playful apps need serious product thinking.

CONCLUSION

CussMe started as a quirky idea, to teach slang and comedy through a humor themed learning app, but quickly turned into a focused MVP that blends culture, curiosity, and usability. By rapidly defining proto-personas, evaluating competitors, and mapping user needs to features, we created a foundation that balances fun with functionality.

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