Wonder Rapid Prototype Session

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Wonder Rapid Prototype Session by Mind Map: Wonder Rapid Prototype Session

1. Sharing

1.1. Share with results vs. without results

1.2. Overcome resistance to sharing EQ

2. Feedback

2.1. Alex

2.1.1. Monty Concept

2.1.1.1. Interaction style is confusing with faces

2.1.1.2. Inclined to skew data to the positive

2.1.1.3. First screen should have told you "give us these ratings, it will all be kept anonymous."

2.1.1.4. Instructions for interaction style once logged in (*moving 5 faces on the line).

2.1.1.5. Feels awkward "ranking" his friends against each other. Would rather not pit each of his friends against each other.

2.1.1.6. "Ask your friends for feedback."

2.1.1.7. Wonders how it is anonymous / Unclear

2.1.1.8. Wondering where his results are - he is definitely curious

2.1.1.9. If button said "See your results" on the screen where you added emails / SMS, would be very likely to click.

2.1.1.10. Was not clear that the app was supposed to be anonymous and that needed mulitple people's feedback to keep anonymity.

2.1.1.11. Would feel more comfortable with email than SMS, i.e. would prefer the option.

2.1.1.12. Looking at results - confused at the scale. He's curious who said what.

2.1.1.13. He would prefer it to not be anonymous. Might be likely to skew a little bit.

2.1.1.14. Based on feedback, he would not do anything immediatately, but it would plant the seed and change context and prompt self-inquiry.

2.1.1.15. Would love access to links/books to improve empathy.

2.1.1.16. Last - ask all friends, 2nd to last, ask more friends.

2.1.2. Bear Concept

2.1.2.1. Interaction style is clear.

2.1.2.2. Chose "get more feedback."

2.1.2.3. Alex wants to crowdsource why he is not loyal

2.1.2.4. Prefers this concept strongly

2.1.2.5. More of an archetype fit

2.1.2.6. Way more clear

2.1.2.7. Appeals more to him wanting to focus on himself

2.1.2.8. Slider is way more clear

3. Invitations

3.1. General Invitation vs. Feedback Request

3.1.1. How do we best characterize invites - e.g., “ask friends for feedback”?

3.2. Number of Invites required

3.3. Email or SMS or Facebook

3.4. Import addresses?

4. Sign-up

4.1. Facebook + other Auth Services

4.2. Facebook vs. other Auth Services

5. Data Collection

5.1. Interaction Style

5.1.1. Slider, buckets, radio buttons, drag a face, etc.

5.2. Continuous or discrete

5.3. 1 at a time / multiple at once

6. Our Questions

6.1. How many surveys must be completed for a user before they can access their EQ score?

6.2. How is one's score broken down with the new focus on EQ?

6.3. What does ongoing engagement with this app look like? How often will I open this app after the first use. What will I be doing in the app after the first use?

6.4. What is the significance of the "manage friends" functionality?

7. Notes

7.1. Stages of gamification

8. Platform

8.1. Desktop vs. Mobile

8.2. Native vs. Mobile Optimized

9. Flow

9.1. Flow Order

9.1.1. Invite friends

9.1.2. Bait

9.1.3. Landing Page

9.1.4. Facebook Login

9.1.5. Give Feedback Game

9.1.6. Receive Feedback

9.1.7. Share

9.2. Flow Engagement

10. Architecture

10.1. Nouns

10.1.1. Survey?

10.1.2. Question

10.1.3. Answer

10.1.4. User

10.1.5. Friend

10.1.6. Score

10.2. Verbs

10.2.1. Rate

10.2.2. Request

10.2.3. Invite

10.2.4. Search

10.2.5. Manage

10.3. States

10.3.1. User is invited, but without feedback waiting

10.3.2. User is invited, with feedback waiting

10.3.3. User enters cold, without feedback waiting

10.3.4. User enters cold, with feedback waiting

11. Brand

11.1. Promise

11.1.1. Improve performance in life

11.2. Approach

11.2.1. Social mirror - anonymous feedback from friends and colleagues

11.3. Offering

11.3.1. Viral app that measures and reveals my Emotional Intelligence

11.4. Audience

11.4.1. People who care about their performance

12. Objective

12.1. Goal for Sunday: to design a first user experience that proves we can achieve virality - a concept we can build and launch for beta testing in 30 days followed by a public launch in early September showing K>1.0

13. User Value

13.1. Feeling of helping a friend

13.2. Learn about themselves

13.3. Learn what their friends think of them

13.4. See how they rank against others

13.5. Feeling of contributing to a more open and trusting society

13.6. Social credibility

13.7. Confirmation/Validation of social standing

13.8. Confirmation of strengths

13.9. Education about how to improve oneself

14. Archetypes

15. Emotional Intelligence

15.1. Self-Awareness

15.2. Self-Regulation

15.3. Motivation

15.4. Empathy

15.5. Social Skill

16. Entry Points

16.1. Email

16.1.1. Request for Feedback

16.1.2. General Invitation

16.2. Facebook Wallpost

16.2.1. User sharing EQ

16.2.2. General Promotion

16.3. Facebook Notification

16.4. PR

16.5. Paid Advertising

16.6. Text Message