How DESIGN influenced the product / ?

Role
Founding Designer - Product Concept, Strategy, Rapid prototyping, User testing, Visual, Interaction design, Design system
Team
Keith Schacht, Co founder, CEO
David Vinca, Co founder
Anand Chhatpar, Back end
Nick Bonatsakis, Front end
Timeline
Vision and MVP Design - 1.5 months
Overview
The Explanation Company was in the 0-1 product phase and on a mission to simplify internet for kids.
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We had a hypothesis and a strong product idea - a browser and communication app for kids. For better reach, we narrowed our audience to 6-11 yr old kids that played Roblox. As we reach million users, we hoped to expand the audience and interests.
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I led the design of this vision and MVP for first 1000 users.
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Impact
Acquired 1000 users in 2 weeks.
60% completion rate ( ?)
Scalable design system for faster iteration
CONTEXT
Browser and communication app for 6-11 yr olds
After conducting 5 product experiments for search engine & communication tools for kids over 6 months, we learnt that the two when coupled together had the potential to solve real pain points for kids.

Initial users will be kids that play Roblox games.
There were 3 pain points that impacted Roblox users in the communication and content space
Don't know when my friend comes online or is playing a Roblox game that I can join.
Calling and playing Roblox on same device is glitchy.
Searching up youtube for game hacks and sorting for real information is hard.
I need to use my mom's phone to call and play as my friend doesn't use facetime or messenger kids.
PROBLEM SPACE
This concept design didn't focus on our initial audience.
It felt generic and segmented.
It was designed to test with a wide range of 6-11 yr olds Roblox and non Roblox users.
The friends + content piece + search felt disconnected.

Design Lava app to augment the play experience of 6-11 yr old Roblox users.
CHALLENGE FOR PRODUCT VISION
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How can we integrate Roblox friendships and content so it has value to the users ?
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What could possibly be the hook / daily habit in the app ?
USER TESTS TO DEFINE A VISION
Design. Test. iterate. Loop
2 solutions that will augment play
Open questions.
2 solutions that will augment the play experience of our users and were under technical explorations
Smooth call experience while playing Roblox.
A notification when a friend comes online on their device.
What info about friends can add more value for users to connect better ?
What content about Roblox games will help users be better players ?
A group of ideas. Not a final solution
In this first user test. my goal was to present a bunch of different ideas on the home screen and get a quick response from users around- what do they want to know more about friends and Roblox games they play.
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I introduced the idea of an inbox - a place where users can find message from friends and updates for interests and Roblox games they are into.
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Kids wanted more specifics about friends and games they are into. We needed to design a more personalized and well informed home.
KEY INSIGHT
What games has my friend been playing?
New secrets, codes, updates for games I am into ?
Where is my friend's avatar and a place to call and chat?
Transition from content to friend centric.
Basede
Friends and content
Transition from content to friend centric design. Big Pivot
Vision
MVP based on features
MVP based on features
Component based instead of screen based approach.

To get a constructive response from kids, its important to customize the content with their interests and their real friend profiles.
Rely more on observation of their actions in prototype, expressions more than what they say.
Emerging opportunities & provocations from last user testing
What if every user had an inbox- updates from friends and interests a user is into ?


What if we prioritized Roblox games content ?

What if we made a friend's online/ offline presence more valuable to users ?

What if we made the call and play experience while playing Roblox better ?