The document summarizes validation activities conducted for a proposed children's video on demand service called Blinkbox Kids. Several stages of validation are described, including:
1) Pretotyping to test demand through a fake website that gathered pre-registrations. This provided initial proof of demand and interest in features like downloads.
2) An initial prototype app trial with 20 families to test the user experience. Feedback showed content was the main driver of usage.
3) Further user testing of parental control designs to validate the right feature set and implementation.
4) Ongoing iteration and user testing of improved prototypes based on learnings, focusing on content, navigation, branding and meeting app store guidelines.
Vietnam’s Most Trusted App Developer and Tech Co-Founders. We make apps successful by providing more than just development. We help market, scale and improve your app idea, effectively acting as an extended CTO. Founded in 2009 by a small team of passionate, Savvycom now has a balanced blend of technology skills and domain knowledge of seasoned IT professionals, powered by passion for IT. We understand all stages of the product development life cycle, from product conceptualization to a ready completed solution that enables us to transform your idea to a full-fledged product.
Remember Clippy, Microsoft's (now-retired) Office Assistant? Here's Clippy offering some tips on how to build an e-commerce platform that's user-friendly, thus driving sales for your brand.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/industry-analysis/video-interviews-demos/overcoming-barriers-consumer-adoption-vision-enabled-produc
For more information about embedded vision, please visit:
http://www.embedded-vision.com
John Feland, CEO and Founder of Argus Insights, presents the "Overcoming Barriers to Consumer Adoption of Vision-enabled Products and Services" tutorial at the May 2015 Embedded Vision Summit.
Visual intelligence is being deployed in a growing range of consumer products, including smartphones, tablets, security cameras, laptops (especially with Intel’s RealSense push), and even smartwatches. The demos are always cool. But does vision work for regular consumers? Do consumers see vision as a value add or just another feature to be ignored?
In this talk, John investigates the best and worst of consumer product embedded vision implementations as told by real consumers, based on Argus Insights’ extensive portfolio of consumer data. John examines where current products fall short of consumers’ needs. And, he illuminates successful implementations to show how their vision capabilities create value in the lives of consumers. Case studies will include examples from Dropcam, Intel RealSense, HTC’s M8, and vision-enabled drones such as the DJI Phantom 2 Vision+.
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This presentation provided some practical information on building mobile applications from a business perspective. Specifically around life cycle management, and linking an agile development cycle to an agile marketing cycle.
Edu pov pres sign writing Queensland training educationemo13
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12 Global Business Model (GBM) Topics: Simply Organize and Present Ideas for ...Rod King, Ph.D.
"NO ENTREPRENEUR LEFT BEHIND (NELB)"
How often do you have people coming up to you and saying, "I have this great business idea, what do you think of it?" Next time, someone presents this question to you, just ask him or her to SCOPE the idea using the 12 Global Business Model (GBM) Topics. Please note that SCOPE is an acronym:
S: Share
C: Capture
O: Organize
P: Present or Pitch
E: Evaluate
By having a person SCOPE a project or business idea, both parties could save tremendous amount of time, money, and other resources especially in today's environment which is volatile, uncertain, complex, and ambiguous.
Are you ready to SCOPE that great project or business idea which keeps you awake at night?
2014 has turned out to be another incredible year of growth in mobile usage across the globe and this is set to continue in 2015. See how you can win the mobile user in 2015.
Vietnam’s Most Trusted App Developer and Tech Co-Founders. We make apps successful by providing more than just development. We help market, scale and improve your app idea, effectively acting as an extended CTO. Founded in 2009 by a small team of passionate, Savvycom now has a balanced blend of technology skills and domain knowledge of seasoned IT professionals, powered by passion for IT. We understand all stages of the product development life cycle, from product conceptualization to a ready completed solution that enables us to transform your idea to a full-fledged product.
Remember Clippy, Microsoft's (now-retired) Office Assistant? Here's Clippy offering some tips on how to build an e-commerce platform that's user-friendly, thus driving sales for your brand.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/industry-analysis/video-interviews-demos/overcoming-barriers-consumer-adoption-vision-enabled-produc
For more information about embedded vision, please visit:
http://www.embedded-vision.com
John Feland, CEO and Founder of Argus Insights, presents the "Overcoming Barriers to Consumer Adoption of Vision-enabled Products and Services" tutorial at the May 2015 Embedded Vision Summit.
Visual intelligence is being deployed in a growing range of consumer products, including smartphones, tablets, security cameras, laptops (especially with Intel’s RealSense push), and even smartwatches. The demos are always cool. But does vision work for regular consumers? Do consumers see vision as a value add or just another feature to be ignored?
In this talk, John investigates the best and worst of consumer product embedded vision implementations as told by real consumers, based on Argus Insights’ extensive portfolio of consumer data. John examines where current products fall short of consumers’ needs. And, he illuminates successful implementations to show how their vision capabilities create value in the lives of consumers. Case studies will include examples from Dropcam, Intel RealSense, HTC’s M8, and vision-enabled drones such as the DJI Phantom 2 Vision+.
How to make your app last longer than 30 days - Developer's Guide to the Para...Caroline Lewko
This presentation provided some practical information on building mobile applications from a business perspective. Specifically around life cycle management, and linking an agile development cycle to an agile marketing cycle.
Edu pov pres sign writing Queensland training educationemo13
This is a presentation of how Point of View glasses are used in Education & Training for Regional students in Queensland for the Sign writing Industry.
12 Global Business Model (GBM) Topics: Simply Organize and Present Ideas for ...Rod King, Ph.D.
"NO ENTREPRENEUR LEFT BEHIND (NELB)"
How often do you have people coming up to you and saying, "I have this great business idea, what do you think of it?" Next time, someone presents this question to you, just ask him or her to SCOPE the idea using the 12 Global Business Model (GBM) Topics. Please note that SCOPE is an acronym:
S: Share
C: Capture
O: Organize
P: Present or Pitch
E: Evaluate
By having a person SCOPE a project or business idea, both parties could save tremendous amount of time, money, and other resources especially in today's environment which is volatile, uncertain, complex, and ambiguous.
Are you ready to SCOPE that great project or business idea which keeps you awake at night?
2014 has turned out to be another incredible year of growth in mobile usage across the globe and this is set to continue in 2015. See how you can win the mobile user in 2015.
Why You Should Choose React Native For Developing an MVP Amidst COVID-19?Katy Slemon
Choose React Native for developing an MVP to excel your business amidst COVID-19 and breach through the crisis to develop a cross-platform app on-time and budget.
Major points of challenges experienced during fintech app development processOrange Mantra
Fintech Apps are growing in number and with services like loan origination systems the industry is heading towards the trillion-dollar value. While challenges in deploying a Fintech App are still present, you have a clearer idea of how to overcome the challenges. Here discusses the problems, and questions to ask that are crucial to learning before stepping into the Fintech Industry.
I am experienced user Interface/user Experience designer with a demonstrated history of working in the computer software industry. Skilled in Photography, Graphics, WordPress, InDesign, and Adobe Illustrator. Strong arts and design professional..
I am looking for new Opportunity in this field.. Currently I have years of experience...
So If anybody likes my Portfolio and want to contact me regarding and new project or job then please contact me ... I am always ready to hear you....
PeopleLink has been named the Video enabled Learning Partner for the Prestigious World Education Summit 2016 from 5th to 6th August 2016 at Le Meridien, New Delhi (India). The Education fraternity from the Government and Private sectors shall be a part of this event, Institutes of Higher Learning and Schools shall be a part of this event to evaluate different technologies which are taking learning to newer levels.
Building your Mobile App: Budget, Planning and Best PracticesPhilippe Dumont
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Powering E-Learning with the Enterprise YouTubeMediaPlatform
There was once a time when workplace learning was uninspiring and involved nothing more than a classroom, an instructor, and a heavy binder of content. An evolution in how training is created and delivered is changing all that.
By offering a more impactful learning experience, companies embracing the enterprise YouTube for e-learning are benefitting from a collaborative, engaged, and educated workforce. Best of all, these companies are seeing an immediate impact on their bottom line.
When your customers are engaged, your success is ensured. Engaged customers achieve business value faster and at higher levels, giving you opportunities to expand and upsell as well as renew year after year. Ensuring customer engagement, however, is a big job that touches many in your organization.
TSIA will give you a picture of what an engaged customer looks like and how education services, professional services, and others in your organization impact this key indicator. ANCILE outlines three tactics that drive user adoption and enablement – vital to engaging your customers.
It says that the 90s belonged to hardware, the 2000s belonged to software and 2010s will belong to user-centered solutions. Starting from this point, the presentation will attempt to cover some basic concepts/aspects about:
- What is usability
- How to sell usability to your manager
- What is user-centered design
- How to implement an user-centered design process
ASP.NET MVC за пределами Hello World. Дятлов Александр D2D Just.NETDev2Dev
ASP.NET MVC простой и распространённый инструмент. Но строить на его основе большое веб-приложение не так просто. Туториалы не раскрывают проблем возникающих при росте проекта. Зачастую, изначально стройная архитектура размазывается с каждой следующей итерацией.
Я хочу поделиться своим опытом. Рассказать об основных проблемах и предложить выбранные мной решения.
Why You Should Choose React Native For Developing an MVP Amidst COVID-19?Katy Slemon
Choose React Native for developing an MVP to excel your business amidst COVID-19 and breach through the crisis to develop a cross-platform app on-time and budget.
Major points of challenges experienced during fintech app development processOrange Mantra
Fintech Apps are growing in number and with services like loan origination systems the industry is heading towards the trillion-dollar value. While challenges in deploying a Fintech App are still present, you have a clearer idea of how to overcome the challenges. Here discusses the problems, and questions to ask that are crucial to learning before stepping into the Fintech Industry.
I am experienced user Interface/user Experience designer with a demonstrated history of working in the computer software industry. Skilled in Photography, Graphics, WordPress, InDesign, and Adobe Illustrator. Strong arts and design professional..
I am looking for new Opportunity in this field.. Currently I have years of experience...
So If anybody likes my Portfolio and want to contact me regarding and new project or job then please contact me ... I am always ready to hear you....
PeopleLink has been named the Video enabled Learning Partner for the Prestigious World Education Summit 2016 from 5th to 6th August 2016 at Le Meridien, New Delhi (India). The Education fraternity from the Government and Private sectors shall be a part of this event, Institutes of Higher Learning and Schools shall be a part of this event to evaluate different technologies which are taking learning to newer levels.
Building your Mobile App: Budget, Planning and Best PracticesPhilippe Dumont
Presentation by Philippe Dumont, Board Member @Mobile Marketing Association at TheFamily Meeting - March 2016 on how to best develop and maintain a Mobile App
I have been involved in a number of User Experience initiatives throughout the years. This is highlighting some key projects I was lucky to be a part of in the last few years. https://www.linkedin.com/in/bergenlarsen
Powering E-Learning with the Enterprise YouTubeMediaPlatform
There was once a time when workplace learning was uninspiring and involved nothing more than a classroom, an instructor, and a heavy binder of content. An evolution in how training is created and delivered is changing all that.
By offering a more impactful learning experience, companies embracing the enterprise YouTube for e-learning are benefitting from a collaborative, engaged, and educated workforce. Best of all, these companies are seeing an immediate impact on their bottom line.
When your customers are engaged, your success is ensured. Engaged customers achieve business value faster and at higher levels, giving you opportunities to expand and upsell as well as renew year after year. Ensuring customer engagement, however, is a big job that touches many in your organization.
TSIA will give you a picture of what an engaged customer looks like and how education services, professional services, and others in your organization impact this key indicator. ANCILE outlines three tactics that drive user adoption and enablement – vital to engaging your customers.
It says that the 90s belonged to hardware, the 2000s belonged to software and 2010s will belong to user-centered solutions. Starting from this point, the presentation will attempt to cover some basic concepts/aspects about:
- What is usability
- How to sell usability to your manager
- What is user-centered design
- How to implement an user-centered design process
ASP.NET MVC за пределами Hello World. Дятлов Александр D2D Just.NETDev2Dev
ASP.NET MVC простой и распространённый инструмент. Но строить на его основе большое веб-приложение не так просто. Туториалы не раскрывают проблем возникающих при росте проекта. Зачастую, изначально стройная архитектура размазывается с каждой следующей итерацией.
Я хочу поделиться своим опытом. Рассказать об основных проблемах и предложить выбранные мной решения.
Apreciados Amigos de la Sociedad Julio Garavito, de la Astronomía y de las Ciencias Espaciales en general.
Reciban un cordial saludo.
El sábado 18 de Febrero de 2017 desde las 11:00 Am hasta las 1:00 PM. se tuvo la reunión de la Sociedad Julio Garavito en el Auditorio del Planetario de Medellín "Jesús Emilio Ramírez González-Antioquia-Colombia con la Charla: "UNA ESPECIAL ORDEN EJECUTIVA DE BARACK OBAMA"
POR: Carlos Eduardo Sierra.
Profesor Asociado de la Universidad Nacional-Sede Medellín; Miembro Sociedad Julio Garavito
Resumen:
http://www.slideshare.net/SociedadJulioGaravito/resumen-de-la-charla-una-especial-orden-ejecutiva-de-barack-obama
Nota: Estas charlas promovidas por la Sociedad Julio Garavito son de entrada libre sin costo alguno
La Sociedad Julio Garavito agradece a los Directivos del Parque Explora por permitirle realizar sus reuniones quincenales que han sido tradicionales por más de 41 años en un lugar que se ha convertido en un referente de Ciencia, Ingeniería, Tecnología e Industria AeroEspacial en la Ciudad de Medellín.
Por la atención prestada, muchas gracias.
Sinceramente:
Campo Elías Roldán.
Director Sociedad Julio Garavito para el Estudio de la Astronomía
Medellín-Antioquia
COLOMBIA.
campoelias.roldan@gmail.com
3046633269
Сегодня многие фреймворки, такие как Prism или Autofac, позволяют разработчику организовать модульную структуру приложения. При этом часто бывает непонятно, для чего ещё нужны модули, кроме как для пресловутой "красоты архитектуры".
В рамках доклада я расскажу о том, какие существуют подходы к организации модульной структуры, в каких фреймворках они реализованы и для решения каких задач дает преимущество каждый подход.
“Hajar Bochor Dhore” in English term “Symphony of Agony” is written by a famous novelist Jahir Raihan. This novel was first published on 1964. This novel represents the image of rural
life in our country based on 19th century. It also focuses on the darkness of this prejudice, child marriage, polygamy, violence against women in a society of that time.
Jahir Raihan is a renowned novelist of 19th century. Among all books of author “Hajar Bochor Dhore” is the best creation of Jahir Raihan. He depicts the image of society of rural area of 19th century so clearly in the novel.
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Watch webinar recording here - https://vwo.com/resources/webinars/how-to-build-data-driven-strategies-ensuring-customer-loyalty/
Mobile Marketing presentation from Magnus Jern, CEO Golden Gekko, at CREA Dig...DMI
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* Apps vs Web - what technology should you go for?
* How do I create a great mobile service - tips and tricks
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Revolutionize Your Marketing With Mobile/Social - 10 Strategies & 26 CasesYosi Heber
One of DMA’s most popular and fast paced sessions over each of the past 5 years, and delivered at many global marketing events, Yosi Heber’s seminar provides a step by step approach to help you spice up your existing marketing program, better engage your customers, and increase revenue with some of the latest and greatest digital, mobile, social, and viral techniques. You’ll learn about:
-A simple framework of ten core strategies to help you develop a formal plan.
-Twenty six current & real life corporate success stories from the U.S. and overseas you can take back and apply to your own business.
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Learn how to implement effective A/B testing for Progressive Web Apps and why it's essential. Discover the key factors and steps for successful PWAs testing.
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2. BLINKBOX KIDS | VALIDATION 2
Process
Process - Where we are, what are the next steps
Idea Generation Opportunity Assessment Discovery
Build
Measure
Lea
rn
Design & Develop Learn & Review
Learn & Analyze
GrowLaunch Refine & mature
Pivot Apply learnings Withdraw service
In identifying overall failings in the Clubcard TV service, we also identified areas of success. Children's content disproportionately
out performing all other categories served as the catalyst for pivoting the service in that direction.
!
This pivot formed the first step in moving towards a dedicated children's service. Combining ongoing learnings from the live service
with dedicated research though prototyping, user testing and third party studies, we looked to thoroughly validate the market
opportunity for blinkbox kids.
!
3. BLINKBOX KIDS | VALIDATION 3
Pretotyping
Prototyping
User testing
User testing
WPW Study
07/04
29/04
03/2014
04/2014
19/05
21/05
17/04
19-20/05
25/03
22/04
We drove approximately 10,000 visits to three duplicate web pages to gauge potential interest in a blinkbox kids
subscription service. In addition to pre-registration (which generated 700+ responses), we listed other potential
features to record interest. Of these download generated by far the most interest.
We produced a high fidelity Android tablet prototype and distributed to 20+ trial families, with half the respondents given a
bigger & better content selection. We then monitored their use of the app during the trial period though Google Analytics,
comparing this to diary entries and a more involved questionnaire for parents at the close of the trial.
We commissioned the specialist research agency What People Want to undertake an in depth Ethnographic study into children’s natural
behaviour using VOD services. This focused in on 8 families and included a diary study, home visits and interviews and and detailed debrief
session where learnings could be digested and interpreted.
To ratify our conclusions we commissioned 3 days of consultancy from child's digital media specialist agency Dubit. Providing them
access to our research materials, business modelling and proposed roadmap, we sought professional guidance on overall proposition,
market opportunity and overall strategy.
We produced a throw away prototype to get snap shot of how parents value and use parental controls on devices
We iterated our existing Android prototype to get an exhaustive overview of how parents value and use parental controls in general.
Defining the new product - Validation activities
Based on some pre-conceptions, existing learnings from Clubcard TV, ideation sessions and market research we put together a number of hypotheses we
needed to validate or disprove in order to define criteria for a minimum viable product.
4. BLINKBOX KIDS | VALIDATION 4
Minimum viable product
"The minimum viable product is that version of a new product which allows a team to collect the maximum amount of validated learning about
customers with the least effort."
Android only - Tablet & handset
Subscription service aimed at children from 3 to 7
Download function for offline use
Parental controls - Content block & PIN code
Chromecast support
Capability to incorporate promotional content
Recommended features for a first launch blinkbox kids MVP :
New product defined
The results from all these activities allowed us to strip down the product to the features that proved to resonate best with users throughout testing. We
look to provide a strong foundation, whilst delivering an experience that customers can love.
5. BLINKBOX KIDS | VALIDATION 5
Why Android only
Feature prioritisation - learnings applied
Speed
Refining the product based on real world learnings is much quicker on Android without the encumbrance of a signing
process. This allows quick iteration in order to stabilise and improve the app.
!
Foundation
The existing app developed for the prototype trial process provides a good foundation on which to complete the
development for the first launch app.
!
hudl
Leveraging hudl facilitates quick growth through pre-install, on device marketing (e.g. Widgets) and blinkbox/Tesco
specific incentivisation.
!
6. BLINKBOX KIDS | VALIDATION 6
Subscription service aimed at children 3 to 7
Feature prioritisation - learnings applied
Trial learnings
Both usage data and parent feedback showed that children under 3 were the least engaged with video content. Whilst
device use was high, short attention spans mean that younger children gravitate towards simple games.
!
Content learnings
Younger children are well catered for by BBC, have a stronger affinity to BBC brands/characters than children of other
ages, and are more prevalent to repeat watch.
!
Age divisive UX
Designing an appropriate experience for children under 3, can result in creating an age divisive interface, diminishing
brand perception with older children.
!
Perception
Marketing a tablet based video service to children under 3 could have negative PR connotations. This sentiment was
backed up by consultancy recommendations.
7. BLINKBOX KIDS | VALIDATION 7
Download function for offline use
Feature prioritisation - learnings applied
Learnings
All our research activities gave some focus to downloading content, and all suggested that there is an unmet need and
desire for offline viewing. Pre-journey prioritisation, organisation and poor experience was the chief reasons for parents
not utilising this feature where offered on the existing services they used.
!
Expectation
We found that in the Prototype app, there was an expectation that download would and should be a default feature.
!
Conclusions
A download function must be included in a launch product, but we should look to refine the feature beyond its basic
function as seen in other services in order to influence behaviour and differentiate. This could include download
prompts from the notification panel as well more automated reminders and function.
8. BLINKBOX KIDS | VALIDATION 8
Parental controls - Content block & PIN code
Feature prioritisation - learnings applied
Learnings
Whilst all parents responded positively to the inclusion of parental controls, in practice parents rarely use the controls
that are available on the devices they already own, instead relying on judgement and supervision.
!
Conclusions
We recommend that some level of parental control is included in app, as this shows positive intent to would be
subscribers and provides marketable features.
!
Manual content blocking is the most effective and practical control. The feature was often requested in parental
feedback, and making this manual rather than automating age filtering shows the full content selection in a more
positive light.
9. BLINKBOX KIDS | VALIDATION
How and when we propose building it
9
Considerations for roadmap
Backend & Business
Prototyping Research
All other platforms
Note: Unknown dependancies must be identified, and known dependancies addressed before development timelines can be meaningfully defined.
Note: Launching on Android first as a stand alone app offers flexibility for quick learning, iteration & refinement (no app signing process). It also builds on foundation of prototype & can utilise hudl leverage for quick growth.
Note: Whilst there is sound business logic in launching kids as a stand alone service on Android, support, maintenance and messaging make this approach inadvisable for other platforms.
Requirement gathering Specifications cont... Integration Clientside dev
Single Sign In (SSO) Group digital wallet Re-factor Recurring SubscriptionRecruitment
August 2014 - September 2015
March 2014 - August 2014 TBC 2014 - September 2015
2015 - 2016
User testing
Monitor & learn Specify for all platforms Marketing & branding prep
Merge Kids service with Movies across platforms
www.blinkbox.com
10. BLINKBOX KIDS | VALIDATION
Starting the process
10
Stage 1: Ideation
A working group formed to translate perceived customer values into product features by sketching them out on paper
11. BLINKBOX KIDS | VALIDATION 11
That there is sufficient market demand for a blinkbox branded service aimed at 0-9 year olds
Existing video on demand services are changing viewing behaviours and creating market appetite for dedicated kids VOD services
That user experience can be a meaningful differentiator for a children's video on demand service
That there is an unmet need for children being able to view video content offline on mobile devices
That parents feel a video only service justifies a premium subscription
That parents perception of value is based on quality, familiarity and popularity of content
That children will regularly use an SVOD service on a tablet device.
That a one size fits all experience/interface can meet the usability need for 0-9 year olds.
That parents are looking to automate how they can control the viewing behaviours of their children on devices
That well presented parental controls can engender greater trust in, and/or attraction to a service
That children and parent s are looking to customise their experience to accommodate multiple users
From the ideation, and CTV learnings we generated numerous hypotheses needing validation
Translating expectation
12. BLINKBOX KIDS | VALIDATION
Early validation - Measuring potential demand
12
Stage 2: Pretotype/Smoke test - The experiment
Pretotyping is a way to test an idea quickly and inexpensively by creating extremely simplified, mocked or virtual
versions of that product to help validate the premise that "If we build it, they will use it."
!
To prototype kids we produced a false campaign consisting of three duplicate web pages encouraging genuine
potential customers to pre-register for the service in order to gauge and quantify interest.
!
Using both a Google CPA campaign and a banner ad on tesco.com, we drove approximately 10,000 visits to these pages,
recording not only potential commitment to the service, but also interest in other related features, e.g. download.
£2.99 £3.99 Free
13. BLINKBOX KIDS | VALIDATION
Early validation - Learnings
13
Stage 2: Pretotype/Smoke test - The results
We ran two rounds of the Pretotype testing between 25/03 & 22/04. Image assets for content titles were banded in round 1, &
identical in round 2, affording us a clearer picture of price sensitivity.
!
• Pages showing paid subscription generated a conversion rate of - 4.5% - 318 Pre-reg, 7109 Unique visits
• We recorded interest in additional features, of these download/offline viewing generated the most interest - (over 25%)
• Price sensitivity amongst respondents pre-registering for paid subscription was negligible - 4.87% @ £2.99 & 4.13% @ £3.99
The key conclusions
!
• The conversion rate was inline with expectations set by other services. Proof of positive potential.
• If/when the service were to be offered, we defined it could a higher price point could be set for those subscribing through app
stores (iTunes, Google Play). This offsets the 30% rev share surrendered, and highlights the value offered to Tesco/blinkbox
customers through our own billing channels.
14. BLINKBOX KIDS | VALIDATION
Early validation - Learnings
14
0 500 1000 1500 2000 2500 3000
Preto round 2: 16 - 22 April
Preto round 1: 25 March - 9 April
A) £2.99
B) £3.99
A) £2.99
B) £3.99
kids tv
2351 Uniques
109 Registrations
1129 Uniques
55 Registrations
1112 Uniques
46 Registrations
2517 Uniques
108 Registrations
eBooks - 187
No ads - 141
Parental control - 88
Educational games - 210
Audiobooks - 220
Download
319
Stage 2: Pretotype/Smoke test - The results
15. BLINKBOX KIDS | VALIDATION
Criteria for qualitative learning
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Stage 2: The first trial
As we planned to trial the service with children as young as 3, decided early on we needed a credible and robust prototype.
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To create this quickly we forked an existing version of the Clubcard TV (CTV) app, adding a bespoke user experience that we felt
would resonate with children between the ages of 2 & 9.
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Once complete we pre-installed the app on 20 hudl tablets and circulated them to trial families recruited from within the
business. Trialists were left with the app for 3 weeks (07/04 - 29/04), we collected data in 3 ways:
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1. Google Analytics - All events tracked in app against individual users
2. Dairy extracts - We asked parents to diarise their childs use of the app where possible
3. Questionare - We questioned parents on the appeal of the app, their childs use & impressions & general habits around VOD
Create user stories Sketch Wireframe Design Develop
16. BLINKBOX KIDS | VALIDATION
Qualitative data - learnings
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Stage 2: The first trial
Whilst overall feedback about the app was generally good, content become the key element that dictated feedback, reaction
and usage of the app during the trial.
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As part of the trial we had run a A/B test, giving half the trialists access to a better content collection. We were careful to
categorise feedback:
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Content/Proposition
Users with A content had 31% more titles & 41% more hours available
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• They generated 86% more sessions
• They spent 278% more time watching
• Most trialists grew tired of the content within a week
Product/Experience
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• Lack of episodic imagery confused trialists - didn't understand death of content
• The method used for navigating within the video players timeline (scrubbing) - confused children
• The method used for navigating back to the series strip via the pause button - confused children
17. BLINKBOX KIDS | VALIDATION
Further qualitative learning
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Stage 3: In depth user testing
We conducted a number of One-to-One user testing sessions with trialist parents that took part in the first trial.
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We were specifically looking to gauge their needs and expectations for parental control features, and observe their
understanding and reaction to our proposed implementation of the feature set.
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To do this we iterated upon the existing prototype by embedding static images to illustrate our proposed implementation of
parental control features. Part of test included showing different users different versions of the screen (A/B).
A) With all controls in dials B) With time controls in a more standard Android format
18. BLINKBOX KIDS | VALIDATION
Further qualitative learning - Conclusions
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Stage 3: In depth user testing
Failed validation
Failed validation
Failed validation
Failed validation
Deferred
Passed validation
Passed validation
Parents take parental control very seriously, and would respond well to their inclusion within the service. However since evidence
shows that few parents actually utilise similar controls on the devices they own, we felt that the best policy would be to offer
minimal but meaningful control over content, rather than more expansive controls. Aiming to engender trust with users, as well as
simplify the technical delivery effort we advise function be limited to manual content blocking only, controlled within a PIN
protected parental control area.
Feature Status Rationale
Time allocation
Bedtime mode
Viewing behaviour review
Age specific content filtering
User profiles
Manual content blocking
PIN code
System controls needed to make feature credible
System controls needed to make feature credible
Could create negative impression - too much or too little negative
Narrow age band selection could create impression of limited content
Difficult to implement, needed in future to carry service to other platforms
Minimum feature for launch, allows parents to control content
Minimum feature for launch
19. BLINKBOX KIDS | VALIDATION
Learning applied - re-design
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Stage 4: Ongoing tests
Based on the results of trials and testing, we are looking to iterate on the feedback and learning garnered. Delivering a new
version of the prototype app for the next round of testing, focusing on:
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• Real content proposition - actual titles proposed for release
• Scaleability & content navigation - Introducing simple categorisation & promotion opportunities
• Device portability - Looking to build a single app that elegantly scales across handset and tablet
• Branding - Introducing the new blinkbox brand into the app
• Android stipulations - ensuring we adhere to guidelines to gain app store promotional placement
20. BLINKBOX KIDS | VALIDATION
Learning applied - re-design
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Existing model - ribbon
We looked to introduce content hierarchy by introducing a scrollable tab component. We were careful to ensure that we
applied learnings from the the trial process, and so proposed that the default tab encapsulates all content to allow for a
purely picture led navigation for children too young to read.
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The tabs allow facilitate quick iteration for sponsorship and editorial promotion.
revised model - scrollable tabs
22. BLINKBOX KIDS | VALIDATION
Learning applied - re-design
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Series strip - Sliding info panel
2. The series strip
User feedback had indicated that triggers to download, add content to favourites and block were too hidden. We looked to surface
these actions and looked at presenting episodes in contained cards that scale better for portrait mode and handset usage.
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the download is brought to the fore by adding the trigger in a floating action button.
Series strip - Card format
23. BLINKBOX KIDS | VALIDATION
Learning applied - re-design
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Player - Scrubber on position shade
3. Player
Feedback indicated that the position shade resonated well with users, but that the scrubber handle caused confusion. We reverted
to a more standard scrub bar/slider, but continue to embrace the innovation of the shade progress paradigm.
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Previously pressing pause would transition the user back to the series strip. Some users found this jarring, so again we reverted to
a more standard pattern to remedy this.
Player - Logarithmic shade
24. BLINKBOX KIDS | VALIDATION
Universal app - handset support
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With no legacy apps live, our recommendation is to build a single app that will scale across all devices. This reduces overheads on
support, marketing requirements, iteration and release. This is Googles recommended approach.
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We took care to follow Android guidelines to ensure scaling between devices requires as little development effort as possible.
25. BLINKBOX KIDS | VALIDATION
Universal app - Android TV
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Whilst proliferation and future popularity of Android TV is unknown (Announced at Google I/O 25/06), we produced a quick series of mocks to illustrate how
simply the brand experience and proposed hierarchy can scale to TV.
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Developing for Android TV could add as little as 2 weeks to delivery of the project, but could well guarantee store promotional status with Google.