"If you won $1 billon, how much would you give to charity"
Jaro is a "Gamified Crowd Funding Platform" that launched in April this year. Users of Jaro pay to play in the knockout tournament for a cash prize that is split between charitable causes and one lucky winner. The best part is that our users get a say in how much is given to each.
Existing as a startup within the Vivant agency, balancing agency practices (deliverables) with a startup mentality (ship it) has been a long and unique journey for the Vivant UX team. Many mistakes and paradigm shifts occurred along the way.
Chris will take you through the Journey from the first patent lodgement in 2008 through Jaro's launch in 2013 and beyond:
- The many pivots Jaro went through and how it affected who their users and target market were.
- How as a team they got stuck at the very first hurdle, how they were able to shake it off and move forward.
- How they designed features that nobody knew how to start, by failing fast and failing hard.
- How they moved from a tangled mess of features towards a seamless experience.
- Finally, the story post launch. What they are doing to gain traction in the market and other lessons learned along the way.
14. •Brand new agency
•8-Attack game concept developed on paper
•Patent lodged 08/08/08
•No money
•No time
•iPhone just launched in Australia
•Social gaming just starting
Getting started
16. •2009
•Asian market obvious choice
•8-Attack becomes Jaro
•Modeling and prototyping the game mechanic
•Agency getting traction
•Not much else happening for Jaro
•Different logo, different vibe
The gambling product
17.
18. •2010
•Get back into Jaro
•Gaming product testing with users
•Users are interested
•Billion dollars is a stretch
•Gambling product ethical and legal issues
•Chris joins Vivant
The billion dollar game for good
24. •Clients have existing customers
•A business model
•Their brand
•Distribution
•Budget
•Schedule
Delivering for clients
25. •We have no customers
•Untested business model
•No brand
•No distribution
•Uncertain budget
•Unrealistic schedule
Delivering for ourselves
26. •Users, charities, regulators, investors and the team
•Users first
•Charities
•Investors
•Regulators
•The team
•Back to users again
When are your users?
27. •Before you launch who is your homepage audience?
•Lean vs stealth homepage
•Started too charity focused
Caution! Homepage
28.
29. •Before you launch who is your homepage audience?
•Lean vs stealth homepage
•Started too charity focused
•Users: “What’s this game you keep mentioning?”
•Remembering users aren’t part of your microculture
•At least 10 homepage redesigns
•Don’t get stuck here
Caution! Homepage
30. •Designing the game interface
•How do you start where you don’t know where to start?
•Put something, anything in front of users
•Sometimes a bad design gets more valuable the feedback
Fail fast (on purpose)
36. •Moving so fast that we have a bunch of features
•Enter Simon
•Revisit personas
•Develop experience principles
Slowing down to go faster
37.
38.
39. •Moving so fast that we have a bunch of features
•Enter Simon
•Revisit personas
•Develop experience principles
•User experience mapping
Slowing down to go faster
40.
41. •Moving so fast that we have a bunch of features
•Enter Simon
•Revisit personas
•Develop experience principles
•User experience mapping
•Complete IA redesign
Slowing down to go faster