Case Study
4 Features To Increase Retention & Boost Economy.
Context
In Q1 '23, the strategy team identified that creators on the platform were struggling to monetize their spaces. As a result, creators were losing justification for their efforts and started to gradually depart from the platform. However, at the same time, the team also discovered that spaces featuring a "game-loop" had 7x higher retention compared to others. In response, the Spatial Economy initiative was launched—a six-month effort to develop the infrastructure needed to help creators earn from their work while also encouraging the creation of game spaces utilizing our Unity toolkit.
TEAM
2
6
TOOLS
Figma
After Effects
Impact
12X Retention
Los Angeles, CA
COPYRIGHT JAYSon.STUDIO 2024
Case Study
Unlocking 4x in sales after optimizing the Avatar Store
ROLE
Product Designer
TIMELINE
Q3 23' - Q4 24'
COMPANY
Spatial.io
Description
During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.
Problem
Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.
Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.
Solution
Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.
Create games in-house to drive platform traffic and showcase Spatial's capabilities.
Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.
Impact
3X MAU (6mo)
//Selected Works
Collection
Spatial Web & Mobile
6 Features To Increase User Retention & Creator Economy
10x MAU Over 2 Years
Case Study
Avatar Store
Unlocking 4x in Sales after redesigning the Avatar Store
3.94x Increase in Sales
Collection
Spatial VR
5 VR Features to Drive Retention & Boost Space Join %
8%^ Space Joins
Case Study
SQAWD Design System
Using 2 Design Systems to 3x The Impact.
3 Design System Upgrades
Collection
Motion Design Reel
3D Design & Art Direction
14 Projects
Case Study
Unlocking 4x in sales after optimizing the Avatar Store
ROLE
Product Designer
TIMELINE
Q3 23' - Q4 24'
COMPANY
Spatial.io
Description
During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.
Problem
Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.
Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.
Solution
Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.
Create games in-house to drive platform traffic and showcase Spatial's capabilities.
Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.
Impact
3X MAU (6mo)
//Selected Works
Collection
Spatial Web & Mobile
6 Features To Increase User Retention & Creator Economy
10x MAU Over 2 Years
Case Study
Avatar Store
Unlocking 4x in Sales after redesigning the Avatar Store
3.94x Increase in Sales
Collection
Spatial VR
5 VR Features to Drive Retention & Boost Space Join %
8%^ Space Joins
Case Study
SQAWD Design System
Using 2 Design Systems to 3x The Impact.
3 Design System Upgrades
Collection
Motion Design Reel
3D Design & Art Direction
14 Projects
Case Study
Unlocking 4x in sales after optimizing the Avatar Store
ROLE
Product Designer
TIMELINE
Q3 23' - Q4 24'
COMPANY
Spatial.io
Description
During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.
Problem
Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.
Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.
Solution
Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.
Create games in-house to drive platform traffic and showcase Spatial's capabilities.
Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.
Impact
3X MAU (6mo)
//Selected Works
Collection
Spatial Web & Mobile
6 Features To Increase User Retention & Creator Economy
10x MAU Over 2 Years
Case Study
Avatar Store
Unlocking 4x in Sales after redesigning the Avatar Store
3.94x Increase in Sales
Collection
Spatial VR
5 VR Features to Drive Retention & Boost Space Join %
8%^ Space Joins
Case Study
SQAWD Design System
Using 2 Design Systems to 3x The Impact.
3 Design System Upgrades
Collection
Motion Design Reel
3D Design & Art Direction
14 Projects
Inventory System
0:00/1:34
In-Space Shop
0:00/1:34
Spatial Coins
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Inventory System
0:00/1:34
In-Space Shop
0:00/1:34
Spatial Coins
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Inventory System
0:00/1:34
In-Space Shop
0:00/1:34
Spatial Coins
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Inventory System
0:00/1:34
In-Space Shop
0:00/1:34
Spatial Coins
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Spatial Studio
0:00/1:34
Spatial Coins
0:00/1:34
Backpack
0:00/1:34
In-Space Store
0:00/1:34
Deep DIve
Pain Point
Creators are unsuccessfully attempting to monetize their spaces, As a result, they are finding it harder to justify their efforts and are gradually departing from the platform.
Spaces featuring a 'game-loop' (often built in Unity) have a 7x higher Day-1 and Day-7 retention compared to spaces that do not.
Insight
Goals
Develop the infrastructure to help creators earn more from their spaces while also encouraging the development of more "game-loop" spaces built with Unity.
Phase 1
Enable Creators to introduce more 'game-loops' in spaces by rewarding visitors with items as they progress.
Role: Design Owner
Phase 2
Provide creators with the option to sell these items as a way to generate revenue.
Role: Design Owner
Phase 3
Maintenance and port to mobile
Role: Design Owner
Open Questions:
What are common patterns creators know in similar systems today?
How will explorers convert their fiat currency to local currency? Will they need multiple wallets?
How can we intuitively connect Spatial's Toolkit in Unity with an asset management system hosted on the Web platform?
What happens if a Creator deletes an item already purchased by an explorer — will they lose access to that item?
If a creator has multiple spaces - can explorers take items between spaces? What about taking items between two spaces from two separate creators?
How will creators track their payout progress and receive earnings?
Research
What creator economies are users familiar with already?
Analyzing successful creator economies to inform their adaptation to Spatial.
Competitive Analysis
Identifying commonalities between platforms
Backpack
Roblox
Zepeto
Rec Room
Fortnite
Management
Youtube
Fortnite
Zepeto
Roblox
Marketplace
Roblox
Rec Room
Zepeto
Fornite
User Feedback
Gathering understanding for current pain points.
Discord
Central hub for user feedback and discussion.
Support.Spatial.io
Support Tickets
Insight
Audit of popular platforms with creator economies.
Findings
"If a creator has multiple spaces - can explorers take items between spaces? What about taking items between two spaces from two separate creators?"
Option A: (Roblox) Backpack items only exist per space where as Global Items exist within your inventory.
Option B: (Roblox) Backpack items only exist per space where as Global Items exist within your inventory.
"How will creators track their payout progress and receive earnings?"
Common Pattern: Progress is generally tracked within a 'Creator Studio,' with payout windows of 60 or 90 days.
"How will creators track their payout progress and receive earnings?"
Common Pattern: Progress is generally tracked within a 'Creator Studio,' with payout windows of 60 or 90 days.
"How will creators track their payout progress and receive earnings?"
Common Pattern: Progress is generally tracked within a 'Creator Studio,' with payout windows of 60 or 90 days.
Development
First, enable creators to create a game loop. Second, allow them to better monetize off it.
Optimizing the current Spatial shopping experience to better reflect Roblox and Fortnite.
Development (Low to High Fidelity)
B
Zepeto Upsell Flow
User attempts to purchase item they cannot afford.
A
Roblox Upsell Flow
User attempts to purchase item they cannot afford.
Ini
B
Zepeto Upsell Flow
User attempts to purchase item they cannot afford.
A
Roblox Upsell Flow
User attempts to purchase item they cannot afford.
Ini
B
Zepeto Upsell Flow
User attempts to purchase item they cannot afford.
A
Roblox Upsell Flow
User attempts to purchase item they cannot afford.
Ini
B
Zepeto Upsell Flow
User attempts to purchase item they cannot afford.
A
Roblox Upsell Flow
User attempts to purchase item they cannot afford.
Ini
Early Feedback
Solutions
90%
"It is not clear what I should do when entering the space."
70%
" These items are not worth the money"
50%
" It would be nice if there were categories"
Focus on the user's attention by auto-prompting the store when entering the space.
Introduce tiered pricing to help users compare assets within the store vs comparing to external assets.
Introduced categories and bundles following POC deployment to production.
Finals
Impact
How did this project lead to real impact?
12x
Increased retention among users with items stored in their backpack.
3x
Boost in average retention for spaces featuring a grind currency.
>2K
Total payouts to ~ 800 creators over a
1 year period.
Takeaways
Stakeholder buy-in increases as you emphasize the value the project brings to them, specifically.
Ensure the brief (problem & goals) is prominently surfaced near assigned tasks to increase visibility and reference.
Even in a lead role, seeking support is essential. Regular consultations with game developers and other PMs would have provided valuable insight into project timelines.
There seems to be a strong correlation between an items value and it's ability to be "shown off" to others.