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02. Betting Community

A discovery, ideation and testing project to increase engagement.

PROJECT OVERVIEW


BUSINESS GOAL

Increase engagement and use of the platform


RESEARCH GOALS
  • Understand offline socialization habits related to betting

  • Identify socialization expectations and needs that can be integrated into the platform

  • Identify MVP solutions that can grow engagement


TIMELINE (for research activities)

3 Months


MY ROLE

UX Research Lead & Workshop Facilitator


PROJECT ROADMAP
  1. Data assessment on platform performance in the first 4 months of the platform

  2. In-depth interview with 10 brand users and 10 competitor users

  3. 1 Strategic Workshop with stakeholders

  4. 10 Co-design workshop with stakeholders

  5. Concept design

  6. 2 concept design validation workshops with users



MY ROLE


As a research lead and workshop facilitator, my role was constant and transversal throughout the project.

My main responsibilities were:

  • guarantee high quality of the research work and of the insights that emerge with respect to the business and research objectives

  • coordinate the UX team of 2 researchers and 1 designer

  • structure and lead the ideation activities and the co-design and validation workshops

MY ROLE

ACTIVITIES

Digital Data Analyst

Data Assessment

UX Researcher

Validation of the research protocol for in-depth interviews

In-depth interviews' facilitation

Analysis of the main qualitative insights Personas creation

Customer Journey creation

Analysis of all insights of validation workshops of concept design

Workshop facilitator

Creation of strategic, co-design and validation workshops

Facilitator of all workshops


APPROACH


After an initial analysis of the platform's business data, 20 discovery interviews were conducted with 10 brand

users and 10 competitors users.


The sample also included a distinction between users who bet online and users who bet offline.


The insights that emerged from this phase made it possible to create 3 personas and 3 customer journeys

which were the basis for the co-design sessions for the realization of the concepts.


After an initial more strategic workshop, 10 co-design workshops were held with a smaller number of participants (above all operational roles on the project and on the product).


Co-design workshops with stakeholders were structured in a dynamic of divergence and convergence.

The methods used were: crazy 8s, post-up brainstorming, dot voting and impact-effort matrix.


The three concepts were then validated through two remote workshops with 13 end users (8 brand users and 5 competitors' users)

OUTCOME & IMPACT


  • The user traditionally experiences the bet as an action directly aimed at economic return, and as a space of autonomy

  • Actions aimed at enhancing the social dimension of the experience seem to garner positive judgments

    from users as long as they respect the (priority) dimensions of autonomy, transparency and focus on

    the economic dimension

  • To be effectively perceived as a social betting platform, the brand must succeed in positioning itself as a place to play, rather than a bookmaker against betting


SOME INSIGHT

2

effective concept design for regular users:
they promote loyalty

1

effective concept design for new users:
it grows the customer base

REFLECTION


The project has provided useful insights, but also some interesting lessons learned for future projects.

  • Crazy 8s is not an effective method for remote codesign workshops with participants who are not designers. Other methods have proved to be more effective in the speed of adoption and in the communication of ideas and reasoning.

  • It is important to dedicate all the necessary time in defining the business objectives and the core targets: a misalignment between the stakeholders can prove to be a cumbersome pain point in the

    co-design phase

  • Recruiting managed in-house by the client must be supported in the best possible way to ensure that

    the right number of users representing all personas are involved in the validation workshop.

EXAMPLES OF OUTPUTS & DELIVERABLES

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