From monthly to biweekly: a conversion-rate story
Cutting release cadence from four weeks to two at IT Park — and watching upsell conversion climb from 1–5% to 15–20%. How a shorter loop changed which bets we could actually run.
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Cutting release cadence from four weeks to two at IT Park — and watching upsell conversion climb from 1–5% to 15–20%. How a shorter loop changed which bets we could actually run.
Switching 20+ people across three teams at IT Park from Kanban to Scrum — what broke in the first sprint, what we kept from Kanban, and why release cadence doubled.
What it takes to run four consecutive partner-funded projects back-to-back — requirements capture, timelines, and the habits that keep educational programs actually shippable.
Six game projects launched through the KBTU GameLab incubator, three shipping on Steam. Lessons on selection, mentorship, and keeping a pipeline moving through an academic calendar.
Notes on deploying AI-powered agents for applicants and staff at a university admissions office — what they handle, what they hand off, and why text-based inquiries dropped by about half.
How treating a university admissions funnel as a product — with data-governance standards, a centralised pipeline, and AI agents — cut document processing time by 30% and manual staff input by 70%.
Chief Product Officer at Edvice — from post-investment idea to revenue-generating business. Xsolla-accelerator B2B contract, team relocation and replan through the war in Ukraine.
Running the GameLab's educational offerings as end-to-end products: four UNICEF Kazakhstan projects delivered, five strategic partnerships, six incubator projects launched (three on Steam).
Redesigning a university admissions funnel around AI agents and data-governance standards. Document-processing time −30%, manual input −70%, data-entry errors cut to 1%.