Time to Play User Research Exercise
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Time to Play is the first ever gaming platform in South Korea. It is designed to inspire kids aged between 3 and 11 years old to develop their problem-solving and critical thinking skills through playful and entertaining games. blog here As someone who has been working in gaming since the early 2000s, I was invited by the Time to Play team to work on a user research exercise. User Research Exercise Goals: To understand and gain insights into the Time to Play user’s challenges and barriers, and
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Inspired by Porters Model Analysis exercise and the Porters Five Forces model, I analyzed the user research exercise with the Time to Play brand to determine which aspects were most critical for success. The exercise involved a few hours in an outdoor store. I started with gathering data about Time to Play product line and their current and prospective customers. The store was bustling with customers eagerly scanning for new releases. While checking out some product, I noticed several potential opportunities. These included: 1. “The most important feature
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What was your experience like doing a Time to Play user research exercise? I’m excited to hear about your journey to better understand your users and gain valuable insights. Firstly, I want to say that your user research exercise was outstanding! It was so engaging that you had me hooked within seconds. Let’s start with the initial session with our first group of participants. In just five minutes, I walked through the questionnaire and got the basics right. I explained the purpose of the study, our objectives, and my goals for the exercise
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At Time to Play, we believe in fostering social connections by encouraging kids to play with peers in their age-appropriate games. Our team of researchers recently designed and carried out a research exercise to test our hypothesis that playing in small groups, over a certain time frame (2 hours), improves the social and cognitive outcomes for children aged 7-12 years. What did we aim to learn? Our hypothesis was based on the following research evidence: children who played in small groups had better cognitive outcomes (like
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When I had just graduated college and started my first job, I was tasked to lead an internal project for a marketing team. The project was a marketing research initiative, and I wanted to be as thorough as possible in my approach to the topic. As it turned out, the team was uninspired with the proposed methodology, and my idea was rejected. It was humiliating, but my experience and expertise allowed me to approach the task in a different way. Instead of simply copying the existing methods, I started by conducting interviews with industry
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1. – Summarize the case study in 2-3 sentences – Describe the main research objectives and hypotheses – Define the target audience and their needs, pain points, goals, and behaviors – Outline the study design (i.e. Methodology, tools, questions) 2. Background – Explain the current situation and the market context – Discuss the specific problem you aim to solve – Provide information on the target users and their habits, preferences, and values – Describe the situation as
Evaluation of Alternatives
I love Time to Play user research exercise. I learned so much about the game and about the industry of family board games. I played 6 games and each one felt fresh and fun, and it inspired me to create a new game that combines elements of what I liked the most about all of the games I played. To begin, I made sure to read all the s to the game before playing. I wanted to get a solid understanding of how the game works. This gave me a better idea of how each round played out, and allowed me to make more informed dec