It has been found that users tend to predominently search for shops and services by using a map, any map. DenDen wants to take the burden of online management from shop owners by adding their shop onto all maps available (Google map, Apple map, Facebook map, Yelp…). Additionaly, DenDen service also provides analytics and feedbacks to best tackle the issue.
The Forbidden City game was born from that idea. This augmented reality game rewards locals for discovering their surroundings by adding shops onto the map.
Nir Eyal brought it up in his book ‘Hooked’ in which he explains the importance of building habit forming products, consequently ensuring a returning audience that does not even need to be prompted simply because they have developed the habit.
The game mechanics were designed with the hook cycle in mind by mapping them against key human emotions. A piece of documentation so important I put it on the wall.
By analysing the gaming landscape, with the support of our personas and after settling the tone of voice, we brought together a couple of design routes that resonated with our audience and the futuristic scenario. We opted for a mix between a serious/edgy/dark feel and a friendly/humorous/light touch.
Finding the right balance between the two universes was challenging at first but we rapidly found a middle ground. We could achieve one through the colour palette and the use of hard shapes while the other could be present via our shop keepers and the way they behave.
Having that in place we moved onto the branding and designed the logo, picked the font and set the colour tones.
While I was busy refining the product, the team in Barcelona developed a first version of the app which was approved by Apple in record time. Having the app on the Apple Store enabled us to start gathering an audience and have them play with the beta version of the game. This was a major step forward and a key element to gather feedbacks, make our app stronger and build an audience from the ground up as we were refining the game.
Rapid prototyping was part of the process. We included sessions of it as we went along and bent it to suit our needs. The amount of ideas we pulled from it was tremendous. This is how we created our ’shop keepers’, the little creatures defending players’ shops. Those tiny minions were conceived in 3 days through sketching iterations up to final design. For a first version it was intense, fast and highly inspirational. Creativity condensed. By designing with others we skipped the linear design route and amended at a much higher speed.
I realise how incredibly easy it is to get carried away with features that are not essential. Working in a very iterative manner and result-focused environment has been a constant reminder to privilege short, easy to carry amends rather than high end, complex solutions. Agility, right.
The true strength of a start up resides in a combination of agile process, rapid prototyping, collaborative approach and a good dose of intuitiveness which make it a fast pace environment, ideal to thrive.