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.

ROLE

Product Designer

TIMELINE

Q1 23' - Q2 23'

COMPANY

TEAM

2

6

TOOLS

Figma

After Effects

Impact

12X Retention

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a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

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

TEAM

1

1

1

TOOLS

Figma

After Effects

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)

Let's set up
a call

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

TEAM

1

1

1

TOOLS

Figma

After Effects

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)

Let's set up
a call

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

TEAM

1

1

1

TOOLS

Figma

After Effects

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)

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

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

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

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

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

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:

  1. What are common patterns creators know in similar systems today?

  1. How will explorers convert their fiat currency to local currency? Will they need multiple wallets?

  1. How can we intuitively connect Spatial's Toolkit in Unity with an asset management system hosted on the Web platform?

  1. What happens if a Creator deletes an item already purchased by an explorer — will they lose access to that item?

  1. If a creator has multiple spaces - can explorers take items between spaces? What about taking items between two spaces from two separate creators?

  1. 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

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

  1. Stakeholder buy-in increases as you emphasize the value the project brings to them, specifically.

  1. Ensure the brief (problem & goals) is prominently surfaced near assigned tasks to increase visibility and reference.

  1. 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.

  1. There seems to be a strong correlation between an items value and it's ability to be "shown off" to others.

Have more questions?
Let's set up a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024