Dubit is a digital studio that has been creating kids entertainment like apps, games, and virtual worlds since 1999. They employ a team of 50 people across offices in the UK, US, and Australia. Dubit focuses on kid-centered design and involves children throughout the design process using in-house research techniques. They have experience designing for brands like Cartoon Network, creating virtual worlds and games. Dubit also has its own technology platform that allows games to be published across devices with features like avatars, leaderboards, and multiplayer support. The company emphasizes research and iterative testing to create engaging experiences for kids.
Dubit's Casual Connect Presentation: Kids and Virtual RealityDubit
An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
It’s stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you’re lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they’ll follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.
CMC2016 - How To Become a Top 5 Global Kids BrandDubit
This presentation from Dubit focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
Contact us for your kids & family marketing projects and kids experiences. Dreammachine, www.dreammachine.be, gerda@dreammachine.be, +32 (0) 479 98 26 34.
Presentation given by Gerda Van Damme (Dreammachine Kids) at the Kids & Family Marketing Congress, organized by Dreammachine Kids in Brussels, September 2016.
Dubit's Casual Connect Presentation: Kids and Virtual RealityDubit
An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
It’s stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you’re lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they’ll follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.
CMC2016 - How To Become a Top 5 Global Kids BrandDubit
This presentation from Dubit focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
Contact us for your kids & family marketing projects and kids experiences. Dreammachine, www.dreammachine.be, gerda@dreammachine.be, +32 (0) 479 98 26 34.
Presentation given by Gerda Van Damme (Dreammachine Kids) at the Kids & Family Marketing Congress, organized by Dreammachine Kids in Brussels, September 2016.
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
All You Really Need to Know About Users You Learned in High SchoolEva Willis
User research? A fad!
Personas? Like I don't know enough real people and have to make some up.
Usability? Hey, if that shopping cart was good enough for Amazon, I'm sure it'll work just fine for us.
Not everything requires user testing, okay? We learned plenty long before we read any of those fancy books or paid for conferences just to have late-night drunken conversations about taxonomies.In this presentation, we will revisit key lessons we learned back in the halcyon days of our early lives and trace the shocking relevance of what we already know to the 21st century's biggest user experience challenges.
Designing Successful Experiences for Bald ApesEva Willis
As we squint into a bright future, let’s first glance back at the user experience industry’s well-meaning, but mostly murky past. UX’s foundation is a sordid mix of lies, shams and idiocy: We never designed experiences and things like mobile have always been adjectives, no matter how many times we sold them as nouns. Now we’re hyperventilating about designing responsively across channels.
That might seem overwhelming, but it’s really just a more complex version of what we've always done: Help a bunch of bald apes do things.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
Kid´s Audience Behavior Across PlatformsJonathan Blum
With increasingly diverse platforms available, kids consume multiple types of media and spend many of their waking hours in front of multiple types of screens, often simultaneously. As more technologies and devices become available to kids (and as kids become older and savvy enough to use these devices), how do behaviors change and shift from one platform to another? How does the presence of other household members affect the amount and type of content consumed?
Courtesy of: Nielsen
Nowadays we are talking a lot about collaborative workspace and the less importance of having a formal office to develop good group work. This is an example of that. Lego Made for Kids was my first Hyper Island task that 80% was made with online meetings and follow ups.For the first part of the project the group was spread around 3 different continentes and 6 different countries.
With the help of free tools and google Docs and Skype I realized that being physically at the same place can help, but the most important thing was actually feeling part of the group. Having everyone at the same page, agreeing with our rules, happy with our culture and working for a common gol everyone agreed with was what made this project so great.
Hope you guys enjoy as much as I liked the experience.
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
All You Really Need to Know About Users You Learned in High SchoolEva Willis
User research? A fad!
Personas? Like I don't know enough real people and have to make some up.
Usability? Hey, if that shopping cart was good enough for Amazon, I'm sure it'll work just fine for us.
Not everything requires user testing, okay? We learned plenty long before we read any of those fancy books or paid for conferences just to have late-night drunken conversations about taxonomies.In this presentation, we will revisit key lessons we learned back in the halcyon days of our early lives and trace the shocking relevance of what we already know to the 21st century's biggest user experience challenges.
Designing Successful Experiences for Bald ApesEva Willis
As we squint into a bright future, let’s first glance back at the user experience industry’s well-meaning, but mostly murky past. UX’s foundation is a sordid mix of lies, shams and idiocy: We never designed experiences and things like mobile have always been adjectives, no matter how many times we sold them as nouns. Now we’re hyperventilating about designing responsively across channels.
That might seem overwhelming, but it’s really just a more complex version of what we've always done: Help a bunch of bald apes do things.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
Kid´s Audience Behavior Across PlatformsJonathan Blum
With increasingly diverse platforms available, kids consume multiple types of media and spend many of their waking hours in front of multiple types of screens, often simultaneously. As more technologies and devices become available to kids (and as kids become older and savvy enough to use these devices), how do behaviors change and shift from one platform to another? How does the presence of other household members affect the amount and type of content consumed?
Courtesy of: Nielsen
Nowadays we are talking a lot about collaborative workspace and the less importance of having a formal office to develop good group work. This is an example of that. Lego Made for Kids was my first Hyper Island task that 80% was made with online meetings and follow ups.For the first part of the project the group was spread around 3 different continentes and 6 different countries.
With the help of free tools and google Docs and Skype I realized that being physically at the same place can help, but the most important thing was actually feeling part of the group. Having everyone at the same page, agreeing with our rules, happy with our culture and working for a common gol everyone agreed with was what made this project so great.
Hope you guys enjoy as much as I liked the experience.
This talk looks at how media brands beyond publishing are becoming direct competitors with magazine brands, and how publishing can create user focused experiences to compete in this market.
Social Media Games. Stats, Potentials and PitfallsLars Bojen
With a departure in DK social media 2013-2014 stats, social games examples are presented. Potentials and pitfalls are presented too as well together with relevant strategic frameworks and motivation theory (SDT) are
Social Media and Games. Stats, Potentials and PitfallsLars Bojen
Starting from recent social stats in Denmark, the lecture presents potentials and pitfalls in social media games
Lecture at EU summerschool 2014 in Croatia
The growing number of children in online game rooms and interactive websites provide ample opportunities for advertising campaigns aimed at kids. Combined with an ever-increasing number of broadcasters aimed at children’s audience, the media space for toy ads has grown quickly.
Deep description and marketing analysis of the Toy industry: https://pixelsutra.com/toy-industry/
From R&D+i to the Market: The PlayVisit Case Study - Gamification Europe 2018PlayVisit
PlayVisit is a powerful authoring tool to create gaming experiences in the real world, through the use of geolocation technologies and Big Data. PlayVisit has been created based on the BEACONING R+D+I project (H2020).
Pau Yànez tell us about the PlayVisit project, the scientific framework behind the project and how it is disrupting the education and tourism markets.
The Art of Discoverability (Peter Robinson, CMC 2017)Dubit
Content may be king – but what’s the key to the kingdom when there’s so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They’re overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017
Kids Can Handle the Truth: A Modest Proposal for the NY TimesDubit
On May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as “kids take over the Times.” My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual “news” or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?
Viewing Trends: What Do Kids Want? (MIP Jr. 2015)Dubit
For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com
We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?
How Young Early Adopters Find and Share new Entertainment (Children's Media C...Dubit
Our presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.
UX for Gamer Acquisition, Retention and ConversionDubit
A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.
Research into the cross-media consumption of children's brands. Looking at which media affects the other and how kids first experienced some of the biggest kids' brands.
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
Dubit & Disney from the MRS Children 2010 ConferenceDubit
Dubit and Disney presented 'Trends in Online Entertainment for Kids - The Rise and Rise of Online Gaming' at the Market Research Society 'Children : Seen 7 heard' conference on 27th January 2010.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Understanding User Needs and Satisfying ThemAggregage
https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
We know we want to create products which our customers find to be valuable. Whether we label it as customer-centric or product-led depends on how long we've been doing product management. There are three challenges we face when doing this. The obvious challenge is figuring out what our users need; the non-obvious challenges are in creating a shared understanding of those needs and in sensing if what we're doing is meeting those needs.
In this webinar, we won't focus on the research methods for discovering user-needs. We will focus on synthesis of the needs we discover, communication and alignment tools, and how we operationalize addressing those needs.
Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
• Present the Onion Diagram, a tool for contextualizing task-level goals
• Illustrate how customer journey maps capture activity-level and task-level goals
• Demonstrate the best approach to selection and prioritization of user-goals to address
• Highlight the crucial benchmarks, observable changes, in ensuring fulfillment of customer needs
Recruiting in the Digital Age: A Social Media MasterclassLuanWise
In this masterclass, presented at the Global HR Summit on 5th June 2024, Luan Wise explored the essential features of social media platforms that support talent acquisition, including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok.
Tata Group Dials Taiwan for Its Chipmaking Ambition in Gujarat’s DholeraAvirahi City Dholera
The Tata Group, a titan of Indian industry, is making waves with its advanced talks with Taiwanese chipmakers Powerchip Semiconductor Manufacturing Corporation (PSMC) and UMC Group. The goal? Establishing a cutting-edge semiconductor fabrication unit (fab) in Dholera, Gujarat. This isn’t just any project; it’s a potential game changer for India’s chipmaking aspirations and a boon for investors seeking promising residential projects in dholera sir.
Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
The 10 Most Influential Leaders Guiding Corporate Evolution, 2024.pdfthesiliconleaders
In the recent edition, The 10 Most Influential Leaders Guiding Corporate Evolution, 2024, The Silicon Leaders magazine gladly features Dejan Štancer, President of the Global Chamber of Business Leaders (GCBL), along with other leaders.
In the Adani-Hindenburg case, what is SEBI investigating.pptxAdani case
Adani SEBI investigation revealed that the latter had sought information from five foreign jurisdictions concerning the holdings of the firm’s foreign portfolio investors (FPIs) in relation to the alleged violations of the MPS Regulations. Nevertheless, the economic interest of the twelve FPIs based in tax haven jurisdictions still needs to be determined. The Adani Group firms classed these FPIs as public shareholders. According to Hindenburg, FPIs were used to get around regulatory standards.
FIA officials brutally tortured innocent and snatched 200 Bitcoins of worth 4...jamalseoexpert1978
Farman Ayaz Khattak and Ehtesham Matloob are government officials in CTW Counter terrorism wing Islamabad, in Federal Investigation Agency FIA Headquarters. CTW and FIA kidnapped crypto currency owner from Islamabad and snatched 200 Bitcoins those worth of 4 billion rupees in Pakistan currency. There is not Cryptocurrency Regulations in Pakistan & CTW is official dacoit and stealing digital assets from the innocent crypto holders and making fake cases of terrorism to keep them silent.
Top mailing list providers in the USA.pptxJeremyPeirce1
Discover the top mailing list providers in the USA, offering targeted lists, segmentation, and analytics to optimize your marketing campaigns and drive engagement.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
2. Dubit
Digital Studio
•Kid centered design of apps, games, and
worlds.
•UI design, character design, and branding.
•Launch planning and business modeling.
•Game and app marketing.
•Game design and gamification design.
•Building a customer’s in-house team.
!
Youth Research
•Kids research, play testing, and ideation.
•Validating designs and testing MVP
hypothesis.
•Monetization strategies.
•Market analysis.
•Parent testing.
About Dubit
Dubit research, design and develop kids entertainment, including apps, mini games, and worlds, for
kids brands. Founded in 1999, Dubit has offices in the UK, Los Angeles, and Melbourne. We employ a
team of 50 designers, developers, artists, and producers. Dubit’s in-house research team involves
children throughout the creation of our products.
3. Dubit
Dubit Technology Platform
Dubit have created a technology platform that reduces the cost to create games and worlds. The
platform has a library of common game features, including customizable avatars, leaderboards,
shops, virtual currencies, multiplayer game engines, chat, quest engines, and more.
Our technology allows games to run on mobile devices and computers. Games developed on Dubit's
platform can be published as HTML5 games, iOS apps, Flash games, Android Apps, Windows Phone
apps, Kindle Apps, and more. Players can share scores and their game points across their different
devices.
4. Dubit
Dubit Design Process
Dubit involve children throughout the design and development of our digital projects. Typically
projects run through four stages: design, build, iterate, and launch. Dubit's in-house research team
have created over 40 research techniques for testing the gameplay, story, and character design
across the four stages. We also use our own Dubit Method Cards to de-risk the design & production.
6. Dubit
Cartoon Network Virtual World
Dubit developed Cartoon Network’s first virtual
world, Mini Match. The game ran for two years
until the launch of the Fusion Fall MMO.
!
!
Mini Match had over 12,000 players online in
the world at the same time, and secured over
5,000,000 registrations in the first week.
Players earned points in multiplayer games:
those points could be spent on upgrades, and
‘attacks’ in the virtual world. Attacks included
fart clouds, shrinking the other player, freezing
in a block of ice, and electric shocks!
7. Dino Builders Game
Dino Builders is a time travel adventure game.
The player begins in a museum and sees
children take on the exciting role of an Agent of
Epoch - an organization tasked with protecting
time!
As an agent the players help Max, Ellie and Dr
Alby as they battle with Dr X, his robotic
dinosaur Bleep and his army of Robo Dinos who
are out to steal dinosaur bones from the past!
!
The game uses Dubit's HTML5 technology
platform and runs across iOS and Android
devices. Dubit have designed the game and
created the artwork.
Dubit
8. Wandoo Planet App
Wandoo Planet helps children find new books
to read, games to play, and things do. Dubit
developed a cutting edge recommendation
engine that matches books and content to
children's interests.
Children play the interest exploring game that
teaches the engine what they most like. The
engine then recommends books, films, apps,
and games they can add to their interest tree.
The app is not a game. It is a playful experience
that uses gamification techniques to jumpstart a
child's passion for reading.
All artwork and characters have been created by
Dubit. The recommendation engine technology
and app have also been developed by Dubit.
Dubit
9. Dubit
Distroller World
Mexican toy manufacturer, Distroller, is working
with Dubit to develop a range of plush toys that
integrate with an iPhone game, iPad game, and
online world. The toys are sold through the
Distroller stores and boutiques across Mexico.
Dubit have created an in store shopping
experience that links the plush toy to the game.
The in-store nurse takes the children through
an adoption process. The nurse weighs the
physical toy and checks its health. She then
shows the child how to look after their new
‘baby’ in the online world.
The game has been developed on Dubit’s
technology platform and runs as an app on iOS
devices and through Flash on web browsers.
10. Legends of Oz
In mid-2014 Summertime Entertainment are to
release a 3D animated movie based on the
books written prior to the original Wonderful
Wizard of Oz.
The producers want to get children involved
with the story before the film’s release and keep
them engaged with the brand, characters, and
IP after the movie leaves theatres. It was critical
that the virtual world told a new story but one
that compliment the narrative in the film.
Dubit created the artwork in Maya and
developed the world in Flash. Native iOS apps
extend the experience across tablets and
phones.
Dubit
11. The Time Tribe App
Dubit developed episodic point-and-click
adventure game The Time Tribe for
Thundersnow Media out of New York.
!
The Time Tribe is an episodic game for kids
aged 8-13, the perfect melding of point-and-
click adventure game and virtual world. It's a
time travel adventure with an epic story rooted
in real history and archaeology, and designed to
foster cross-cultural understanding, historical
knowledge, empathy, and global citizenship.
Dubit created all artwork and developed the
game to run on browsers and iPads.
Dubit
13. Moshi Monsters Research
Mind Candy engaged Dubit’s Research Team to
uncover the differences between their UK and
US players and how to modify the game for
American audiences. We found that while
E n g l i s h a n d A m e r i c a n c h i l d re n a re
similar, American parents and English parent’s
attitudes to online games are not! Indeed,
American parents greatly prefer their children to
play games with educational content.
Mind Candy have since added more emphasis
on their educational content for the US
audiences and engaged Dubit on multiple other
projects.
Dubit
14. Club Penguin Research
Disney were looking to launch their popular US
and UK world across Europe - in particular into
Spain and France. Dubit were engaged to review
the barriers to entry into these markets, and to
understand how to turn players into payers.
Online focus groups - using our Clickroom -
provided qualitative insight across Europe, and
this was reinforced with online quantitative
surveys of both parents and kids. The findings
enabled Disney to change their marketing
strategy by country, according to the parents’
perception of digital media and payment
preferences, which contributed to the success
of Club Penguin in Europe.
Dubit
15. Toonix Gameplay Research
Cartoon Network had just designed a new
integrated online-offline IP called Toonix, where
the online virtual world would generate an
audience and market for the merchandise and
other products. Key to this would be a fun,
engaging game - and Dubit’s expertise in market
sizing and testing for both usability and
playability was a key factor in the game’s
success.
Cartoon Network have used the game to secure
merchandising around the world - including
McDonald’s Happy Meals.
Dubit
17. Method Cards: Understand
In order to ensure we are developing the right
product for our target audience, we place
primary research at the heart of our process.
Clearly, there are many methodologies available
to explore how our audience may relate to our
original direction, so at Dubit we use our own
proprietary Method Cards to prompt and
expose the different options, and - with the
client - choose among them. From this, we can
generate a solid foundation for our product
design.
Understanding the audience does not stop at
the design phase, but continues throughout the
process we have outlined - so we use these
cards to validate at every possible point.
Dubit
18. Method Cards: Design
Designing an entertainment product for kids
and youth requires a deep dive into how they
will engage - or prefer to engage - with an IP.
This can often result in a dissection of the IP to
find the key touch points with the kids.
!
At an initial design summit, we also like to
explore all the possibilities, and sketch out the
route to market, taking into account how we
acquire, retain and convert the audience, and
designing virality into the product.
!
Design requires kids research to validate our
assumptions, and test the design before we
invest in the actual production.
Dubit
19. Method Cards: Create
Our resultant design document for the product
still requires validation as we enter the
production phase. We don’t test the “whole”,
but we separate out the key elements that will
make the product sink or swim, and test them
independently, such as the Golden Mechanic -
to see if that is sticky enough and creates a
compelling return path for the kids. Dubit use
agile teams in production to allow for iterative
testing of elements as they are produced - if
something is not working as expected, we need
to be able to pivot quickly, at little cost to clients.
Kids don’t always react the way you expect, so
testing usability and playability are key
specialisms of Dubit - services that Moshi, Jagex,
Disney and Cartoon Network have used for
their own games.
Dubit