UX Pillars

For all of Oooh as a product

3164

1. Humor

Teen humor (clean humor) overall is what we want to have exist on the platform. We know from user research that this topic is the most compelling and searched out content on the internet for teens age 13-19.

That said, I think we also want to include other positive feelings as a secondary emotion to humor

2. Instant

We need to ensure we meet the user's instant expectations for delivering content, tapping responsiveness, etc.
Understand that users might use multiple fingers on device or have button mashing habits (especially if something doesn't respond immediately)

3. Alive

This feels like a place where there's always something new to check out. Feels like there's a lot of other people also doing this.
This can be expressed in a number of ways:

  • every time I open Oooh there is new content I haven't seen before in the feed
  • I see context along with the video that tells me this user is my friend who played
  • I see lots of activity on leaderboards and/or within the game experience itself that shows other humans doing this thing
  • I feel like I'm playing with my fav celeb creator when I join an oooh

4. Scalable

Consider designing systems at scale.
This can also apply to modules in this way: how is this module replayable or extendable? Can different creators host this module and show completely different (and compelling) variations of gameplay that would make a user not only join their fav creator's hosted game but even explore all the hosted games and keep replaying it?

5. Connected

Feel connected to a great community. Feel connected to video content influencers.
Again, feeling like I am playing with my fav creator, or seeing how my contributions to a module are part of other's contributions are all part of this community-building concept. Consider how your module can help people feel connected to others. Leaderboards and seeing/hearing the creator in the game are some examples, but there are many more!