Outside-In Design
A choice was made by the Product Manager and Product Owner to lock content. While the “Keys” can be earned as a player progresses over time, we wanted to give players an opportunity to purchase a “Key” if they wanted access immediately.
The business driver for implementing the purchase of keys was to drive player into our subscription service where all content would be open as long as their subscription remained active.
The following Functional Flow describes the revised feature user flow to address performance issues that became apparent after launch.
The key change based on customer contacts and qualitative User Testing was to separate out “Key” messaging from “Subscription” messaging. To keep the number of dialog popups to a minimum the initial design of these had these combined both. While this decision was being pushed by the engineering team, the Product Manager and myself thought that this could help push the value of subscribing rather than purchasing keys one at a time.
With the feedback and performance metrics we realized that the more complex, dynamic, conditional pop-up system was going to be required. This user/functional flow represents the flow around “Keys”.
