Snapchat Games

Empowering learners through Snapchat daily games

Role

Product Design Engineer

Timeline

2 Week Onboarding Sprint

Team

2 Design Engineers

2 Developers

2 Product Marketers

Skills Leveraged

Mobile Design

Prototyping

Interaction/Visual Design

As an 11 day kickoff sprint to get into our product thinking, our intern pod was challenged with building out the MVP for a proposed Snapchat feature that alleviates a socially conscious issue and drives a call to action. Our given theme was the broad space of education and its market.

  1. USER RESEARCH

Funneling our problem space through need finding

Education is a huge space and there's so many potential issues to tackle within it. In order to funnel down, we met with one of Snapchat's sponsors, a non-profit organization called CodeTalk. Their main mission is to build curriculum that teaches low income, underemployed, and underserved individuals coding principles. Hoping to gain insights into their experiences as educators, our team set up a need finding call with their board of executives.

Bingo. We now understood which problem we'd be trying to solve for: education inequality.

II. PROBLEM SPACE

Asking the right questions

We learned that the lack of visibility and access to educational resources not only limits opportunities of growth and success for earnest/capable learners, but it also instils a lack of growth mindset. From that finding, we extrapolated our guiding question:

How can Snapchat be used to increase visibility to educational resources in a way that engages and empowers?

III. USER PERSONA

Humanizing our target user

About 60% of Snapchat's power users are 24 and under, which means that even the upper half are indoubtedly students or early career graduates. Taking this analytic, we humanized our target user into someone who is student, someone unsure of her future and career.

⚠️ Running into a Brain blocker…

Well, Snapchat isn't the first application that comes to mind when thinking of educational tools, and it certainly isn't the platform where users can earn an entire degree. Knowing this, we questioned how we could sneakily utilize it to rather instill growth mindset and fight imposter syndrome, both traits that underprivileged students often struggle with.

⚠️ Running into a Brain blocker…

Well, Snapchat isn't the first application that comes to mind when thinking of educational tools, and it certainly isn't the platform where users can earn an entire degree. Knowing this, we questioned how we could sneakily utilize it to rather instill growth mindset and fight imposter syndrome, both traits that underprivileged students often struggle with.

⚠️ Running into a Brain blocker…

Well, Snapchat isn't the first application that comes to mind when thinking of educational tools, and it certainly isn't the platform where users can earn an entire degree. Knowing this, we questioned how we could sneakily utilize it to rather instill growth mindset and fight imposter syndrome, both traits that underprivileged students often struggle with.

IV. ALIGNING WITH PRODUCT ROADMAPS

Understanding Snap's business goals

We worked with Snap's product team to understand their 2024 primary business verticals, gaining insight into Snapchat's value to users, stakeholders, and where the company is headed. This analysis helped our feature development to maximize engagement and ad revenue, also ensuring the feature complemented Snapchat's established experience. Below is a graph I made showing some overlaps!

V. AFFINITY MAPPING

Throwing darts at a wall and seeing what sticks

We synthesized our findings from both our product research and the preliminary NPO partner interviews to identify common themes and trends. Here are a couple of the most noted (you'll see later how we implemented each and every one of these ideas!)

🎮 Gamification

Gamification increased engagement by up to 67%. Dopamine responses and reward systems guided our decision that the games couldn't be too difficult and without goal.

01

🎮 Gamification

Gamification increased engagement by up to 67%. Dopamine responses and reward systems guided our decision that the games couldn't be too difficult and without goal.

01

🎮 Gamification

Gamification increased engagement by up to 67%. Dopamine responses and reward systems guided our decision that the games couldn't be too difficult and without goal.

01

🔥 Learning Streaks

The most successful Snap features all had elements that aligned with users daily habits which thus increased retention. After all Snap is the birthplace of the Snapstreak!

02

🔥 Learning Streaks

The most successful Snap features all had elements that aligned with users daily habits which thus increased retention. After all Snap is the birthplace of the Snapstreak!

02

🔥 Learning Streaks

The most successful Snap features all had elements that aligned with users daily habits which thus increased retention. After all Snap is the birthplace of the Snapstreak!

02

👥 Community

Snapchat brings people together and fostering connection. We knew that our feature needed to be shareable and an even better plus would be adding a competitive element.

03

👥 Community

Snapchat brings people together and fostering connection. We knew that our feature needed to be shareable and an even better plus would be adding a competitive element.

03

👥 Community

Snapchat brings people together and fostering connection. We knew that our feature needed to be shareable and an even better plus would be adding a competitive element.

03

VI. OUR PROPOSED SOLUTION

Shaving down the ambiguity and chaos

With this, we proposed a weekly modular game system where:

Every Snap user receives the same daily challenge that they can complete and send to other Snapchatters

If the challenge is completed, users get a token which they can use at the Bitmoji store to buy exclusive merch

Each day the challenge refreshes, users who continually come back are incentivized with a learning streak displayed on their profile.

With this, we proposed a weekly modular game system where:

Every Snap user receives the same daily challenge that they can complete and send to other Snapchatters

If the challenge is completed, users get a token which they can use at the Bitmoji store to buy exclusive merch

Each day the challenge refreshes, users who continually come back are incentivized with a learning streak displayed on their profile.

With this, we proposed a weekly modular game system where:

Every Snap user receives the same daily challenge that they can complete and send to other Snapchatters

If the challenge is completed, users get a token which they can use at the Bitmoji store to buy exclusive merch

Each day the challenge refreshes, users who continually come back are incentivized with a learning streak displayed on their profile.

VII. INFORMATION ARCHITECTURE

Let's think about how this will structurally all flow together

VIII. GETTING INTO THE CODE

</Developing> the user experience and game logic

For the sample challenge included in the functional prototype, we chose the topic of coding. Within the challenge, the user is unknowingly writing their own algorithm while thinking they're playing a fun game . We drew inspiration from the block-programming model of Scratch, as well as Coding For Kids’ Python Development Course (PDC). Our priorities in designing the challenge were to…

make it approachable

avoid tedious/high-rate-of-error actions

avoid requiring specific domain knowledge

provide rewarding but not frustrating levels of difficulty

To these ends, we made several key design decisions

Employ a simple game interface with a generally cutesy style that users of any age would be able to understand/navigate.

Utilize pre-defined control buttons, eliminating the need for knowledge about programming syntax and the tedium of typing.

Allow actions that require the user to consider multiple factors (position, facing, and surroundings) at once.

To these ends, we made several key design decisions

Employ a simple game interface with a generally cutesy style that users of any age would be able to understand/navigate.

Utilize pre-defined control buttons, eliminating the need for knowledge about programming syntax and the tedium of typing.

Allow actions that require the user to consider multiple factors (position, facing, and surroundings) at once.

To these ends, we made several key design decisions

Employ a simple game interface with a generally cutesy style that users of any age would be able to understand/navigate.

Utilize pre-defined control buttons, eliminating the need for knowledge about programming syntax and the tedium of typing.

Allow actions that require the user to consider multiple factors (position, facing, and surroundings) at once.

IX. UX COPY/CONTENT STRATEGY

Utilizing words to build up growth mindset

Although our daily games are just short term—mere minute—experiences, our goal was to foster long term success. We wanted to ensure the copy used was user-centric, letting the user know they are more than capable of achieving "difficult" tasks in which they may have lacked confidence in.

user "AHA!" moment

provides user with a sense of accomplishment and wonder

exposes user to new potential career path

provides steps that they can take to further pursue resources if interested

X. USABILITY TESTING

Let's host a design critique and test with Snapchat Executives

We got to meet with Ceci Mourkogiannis, the Vice President of Product for Snapchat to get her feedback on the feature. Here are just a couple of the most prominent iterations that we made based on her usability test:

Rethinking how to get users into the feature.

We agreed that at first, the feature could be displayed as a chat banner to garner more attention from Snap users worldwide. Once the feature reaches enough key performance indicators, it would live in the profile permanently.

Visualizing the weekly road map re-designs.

Visually, the old roadmap left corners of open space that made the screen look too empty. After many visual explorations, we settled on a more vertical map with more shadow depth to match the animated style of most video games.

XI. FINAL PROTOTYPE

Introducing Brain Bites: Snap Daily Games

XII. PRODUCT DESIGN SYSTEM

Adding a fun twist to Snap's pre-existing design system

This Design System was extremely fun to play around with, as I got to use the pre-existing components that Snapchat is known for while also adding my own pixelated twist as an homage to 70s and 80s arcade video games. It was also exciting getting to incorporate some of Snapchat's new sticker assets from their Less Likes, More Love campaign!

XIII. FEATURE ROLLOUT

The product marketing strategy for our campaign

XIII. THANK YOU

Shoutout to my sprint team

The kind, smart, and creative people behind Brain Bites; it was an honor getting to work on and pitch this sprint with you guys! Here's to more bowling and Din Tai Fung reunions soon.

Taking the time to reflect

Ambiguity is okay; at times it felt like we were running in complete circles, with certain ideas bringing tenfold more ideas. In the end, we decided to focus on what was the most important: the users and their pain points and addressing each solution accordingly. Being the project leader for our intern pod, it challenged me to find ways to pull the team out of these situations.

Storytelling is everything; a large majority of our product sprint was spent crafting a cohesive and engaging narrative for the Snapchat team. While creating high-fidelity prototypes is important, the real value of the design comes through personas, emphasizing the business value, and keeping users entertained.

The value of design comes through strategy; this feature would not have been possible without understanding Snapchat and our user bases' behaviors. Each design decision was a byproduct of research and market findings.

Taking the time to reflect

Ambiguity is okay; at times it felt like we were running in complete circles, with certain ideas bringing tenfold more ideas. In the end, we decided to focus on what was the most important: the users and their pain points and addressing each solution accordingly. Being the project leader for our intern pod, it challenged me to find ways to pull the team out of these situations.

Storytelling is everything; a large majority of our product sprint was spent crafting a cohesive and engaging narrative for the Snapchat team. While creating high-fidelity prototypes is important, the real value of the design comes through personas, emphasizing the business value, and keeping users entertained.

The value of design comes through strategy; this feature would not have been possible without understanding Snapchat and our user bases' behaviors. Each design decision was a byproduct of research and market findings.

Taking the time to reflect

Ambiguity is okay; at times it felt like we were running in complete circles, with certain ideas bringing tenfold more ideas. In the end, we decided to focus on what was the most important: the users and their pain points and addressing each solution accordingly. Being the project leader for our intern pod, it challenged me to find ways to pull the team out of these situations.

Storytelling is everything; a large majority of our product sprint was spent crafting a cohesive and engaging narrative for the Snapchat team. While creating high-fidelity prototypes is important, the real value of the design comes through personas, emphasizing the business value, and keeping users entertained.

The value of design comes through strategy; this feature would not have been possible without understanding Snapchat and our user bases' behaviors. Each design decision was a byproduct of research and market findings.

DANIEL OGURA

©

DANIEL OGURA

©

DANIEL OGURA

©