Luccas Toon

  • Design Lead
  • Art Direction

Creating revenue source for a famous creator

Start year: 2018 • 7 min read

When Youtube changed the monetization rules for kids content, lots of channels cried that their revenue went down considerably. A creator named Luccas Neto, with over 30MM subscribers in his channel, decided to make a dedicated mobile app for his content, in order to diversify the revenue sources. He called us to investigate it and make a project proposal.

But wait, it didn't go that simple.

A bear to be killed, a man to be ruined

Art by Midjourney

The director of new business came with Luccas Toon as a prospect, telling me this story:

My job is attracting the bear to the cabin where you are, then I push the bear into the cabin, lock the door and run away. Your job is just killing the bear. I can give you a knife if it helps you.

The knife would be only a briefing that the audience is made of kids ranging from 4 to 11 years old, the channel's link and one requirement: the project must have a mix of the Youtube's videos and games.

We had no budget but he wanted me to create a concept to make the creator engage and invest in the project.

I asked myself those kinds of questions: How to mix videos and games? What to create? What should it offer? Any differential?

I felt like I was blind in the dark.

With the bear.

So I started groping the wall.

First step - Getting to know the audience

The start was to have a deep analysis of the content and I happened to find precious information on the videos comments, where the fans used to declare their wishes. The most common ones were:

Then we went straight to the definition of our final user - at the point I could hire the first member of our team, a UX Designer to help me with the tasks. As an app for kids, it should attend two different users:

*Source: previous researches from other projects and market reports

Declaring the main stakeholders and their requests.

This was a crucial moment. Defining these helped us to make decisions on how the solutions would be done:

Ideation

Some workshops, like "WPI" and "Crazy 8", with collaborators from other areas, in order to generate ideas that would help to solve the stated problems.

There was a screening and votation for the ideas more aligned to appropriate apps and games for kids.

Benchmarking

Similar apps and games to help visualize the solutions. Here I pulled up an Assistant Designer from another project to help the UX Designer with the research.

"Video call" from Luccas Neto

App BTS World (Netmarble)

Find avatar and games in the universe created by Luccas Neto

DC Super Hero Girls Blitz (Budge)

The Adventurers avatar customization

PK XD (Playkids)

Achievements, coins and economy system

Brawl Stars (Supercell)

Games within creator's lore

Cube Escape (Rusty Lake)

Videos reactions

LinkedIn reactions (LinkedIn)

Prototyping and testing the ideas

Along with the developers, we coordinated the ideas in a "Effort x Impact" matrix to prioritize what would become part of the MVP.

To test the concept with kids, we broke that down into small low-fi prototypes, each one dedicated to a main idea, allowing rapid iterations, low efforts and insignificant investment.

Avatar - Print mockups in paper

Children experimented with colors on a paper mockup. They see themselves as Adventurers – they already know their power, color and even their "transformation"!

In this stage, we hired a Visual Designer to create the mannequin and start designing the MVP UI.

Super Video Player - Simple version

Using a prototype based in HTML (which I loved to do!), it was possible to carry out a simulation of the Super Player feature (video player with real-time reactions).

Children demonstrate their reaction to the videos, personalizing your experience on the app – comedy (funny), scare, etc.

Game Escape Room (Toy Room)

Using a low-fi prototype in Figma, it was possible to simulate the game Escape Room.

Very positive impressions. Children found it amusing that the "reactions" to the objects in the room were "narrated" by Luccas.

Point of attention: children in literacy phase make exclusive use of icons and audio (make accessible).

Profile (Achievements) and Subscriptions

Using a static wireframe in Figma, it was possible to evaluate children's and mothers' perception of the app's Achievements and Economy feature.

Using coins and acquiring new items is a constant stimulus and challenge to keep children engaged.

Moms: Premium mode is advantageous for the extra coins, they would use it in free mode to test the app. Advertising on videos is not a problem because children are already used to it.

Reviewing the Concept

The ideas were in the table and a first navigation flow was created. However, it still needed something that would connect all the parts in a cohesive way.

I decided to embrace "The Adventurers" and bring its universe to the meta layer. It would give support to the storytelling: the user gets a call from the creator, a call to be a new Adventurer and they are invited to choose a "Power Stone" and put it to enable the navigation menu so they can start navigating within the app.

Some of the first sketches

Not compelling, but a beginning.

Converging all to MVP and testing it

After two months, we finished the design stage with client approval, did the handoff and took more ten months to develop the app's first version. Has come the moment to test all the concept on its whole before official launching.

Test goals

Method: a remote and assisted usability test. Sample with 9 children aged 5 to 11 years and who were fans of Luccas Neto.

Usability Test Results

Onboarding

Videos

Avatar

Escape Room

Home - Games Section

Test Insights

Monetization

This part was developed along with the new business director and the CTO.

In order to build consistent revenue, we created a composition with video ads (Google Admob), inapps purchase and subscription.

MVP Release

The app reached over 600k downloads within the first month of release and scored a rating of 4.3 stars within the first quarter.

Yes, we killed the bear!

And then... what was next?

We took almost one year to develop the app and we've been implementing new solutions since its first release, such as:

My takeaways

There was so many lessons learned with this project and I will highlight three of them: