Professional Documents
Culture Documents
The Researcher
Todd Hinkle
M.A. Design Management Candidate
SCAD 2015
INTRODUCTION
Abstract
Tune In was a study of live streaming media offerings for eSports
and how users interacted with those offerings in order to develop
criteria for the facilitated development of innovative advertising
systems within the industry. The researcher focused his efforts
through design thinking and various methods used within the field
of Design Management to create a thorough and empathetic
understanding of the current users and advertising systems
within live streaming media for eSports.
After months of research that included a plethora of professional
resources, observations, and interviews the researcher analyzed
and affinitized the collected information and applied the findings
to the development of personas, How Might We questions,
sources of opportunity within the industry, and nine key criteria
that must be considered in the development of innovative
advertising systems.
Prototypes were developed and tested, with the strengths of each
being applied to the final offering of a Project Workbook and
Creative Facilitation Workshop. The potential of the Project
Workbook is that it is capable of providing the means for
organizations to develop innovative, competitive, and unique
advertising systems for a new age of media. This study was
conducted strictly for organizations within live streaming media for
eSports; however, it was recommended that the information from
this study be put into use not for the enhancement of the
organization, but for the betterment of the consumer.
Dedication
I dedicate this project to my loving partner and best friend,
Hannah. Without her continued guidance and understanding
regarding our relationship, my projects, and my sometimes
relentless attitude of work before rest I would have never
succeeded in starting or finishing this project, let alone my
Masters Degree. She has and always will be the raging current of
the river, while I am merely the fallen tree branch caught within its
stream. Thank you for everything, Hannah.
Acknowledgement
I would like to acknowledge my friends within the live streaming
community: Adrienne, Anita, Pat, Hannah, Brian, Dave, James,
Kyle, Maarten, and Ryan. I would also like to acknowledge the
contribution from my friends in advertising: Alex, Katie, and Justin.
I would like to acknowledge the entirety of the Design
Management faculty for their assistance and growth regarding my
education. Lastly, I would like to acknowledge the tremendous
effort put in by James, the professional streamer, who provided
several sources of contact and information all due to his passion
for live streaming media and eSports.
Table of Contents
INTRODUCTION....................................................03-05
Abstract.................................................................... 04
Dedication................................................................05
Acknowledgement................................................ 05
PROJECT FRAMING.............................................08-11
Subject of Study..................................................... 08
Problem Statement................................................08
Target Audience.....................................................09
Purpose of Study....................................................09
Scope of Study........................................................10
Significance of Study.............................................11
PROJECT POSITIONING.....................................12-28
Opportunity Statement.........................................13
Collaborator Landscape.......................................13
Collaborator Analysis............................................14-24
Collaborator Insights.............................................25
ZAG Steps................................................................ 26-27
Value Proposition...................................................28
Onliness Statement............................................... 28
RESEARCH ACTIVITY AND SYNTHESIS.......29-43
Research Space Map............................................ 30
Research Methodology........................................ 31
Research Question Matrix................................... 32
Research Protocols................................................33-34
Data Collection Methods..................................... 35
Key Findings from Interviews..............................36-37
Observation Synthesis..........................................38
Personas...................................................................39-41
Summary of Insights..............................................42
Research Findings at a Glance...........................43
DESIGN OPPORTUNITIES AND CRITERIA,
REFRAMING........................................................... 44-48
Opportunities for Design..................................... 45
Opportunity for Design Map............................... 46
Design Criteria for Prototype..............................47
Reframing.................................................................48
PROJECT FRAMING
Subject of Study
Online live streaming media organizations provide advertisers the
potential to creatively reach loyal and engaged viewers within the
eSports market through new and innovative methods.
Problem Statement
eSports can be categorized as professional computer gaming
that is housed in both a digital and physical reality. There are
celebrities, professional teams, large events, announcers,
commentators, and an assortment of games to keep the industry
growing in popularity (Taylor, 2012). Users are now capable of
immersing themselves with unlimited access to their favorite
video game or celebrity gamer in real time. This is capable due
to the emerging service of online live streaming media that has
been coupled with the eSports market. (Taylor, 2012). Due to the
live feed nature of the service, the current advertising system
is a disruptive device that leads to an intrusive experience for
the audience and actively blocks the viewer from experiencing
live content. An organizations brand value is potentially being
harmed and experiencing lesser impression quality due to the
current advertising system, which is arguably the opposite of the
systems intended effect.
Target Audience
The target audience for this project was divided into two vital
groups: the current users of online streaming media and the live
streaming organizations that control the advertising content.
This first group, the current users, continually visit live streaming
websites and provide analytical data for advertisers with each
visit, while also acting as a consumer group for the advertisers.
The second group consists of various online live streaming
media organizations. These organizations control the form and
content of all advertising regarding their websites and hold the
potential to enact change.
Purpose of Study
The purpose of this study was to apply design thinking to
understand and develop criteria for more effective advertising
platforms based on human-centered design in online advertising
within the realm of live streaming media for eSports. Reaching
a better understanding of this interaction ultimately can lead to
further exploring the development and creation of empathetic
advertising systems.
Scope of Study
Throughout this project the researcher utilized processes and
techniques within the Design Management field within the
boundaries of online live streaming advertising, while studying
online advertising as a whole to enhance understanding of the
subject matter. The researcher did not seek to provide insights or
understanding in other forms of media outlets such as television,
print, radio, and out-of-home marketing as their relevance is out
of scope for this particular project.
The scope of this project has no geographic center as it was
purely based on a digital environment whose users span the
entirety of the globe. The research subjects within the project
included strategy and planning advertisers, users of the live
stream media services, and a professional eSport gamer currently
broadcasting through online live streaming media.
This project was conducted over a ten week period that began on
September 14, 2015 and ended on November 19, 2015.
10
Significance of Study
Throughout this project the researcher applied the culmination of
his academic learning within the field of Design Management to
solve a current and real-world business problem.
Process and ways of thinking typically associated with Design
Management are showcased in this project and provided an
opportunity for those methods to be used in a unique context by
the researcher.
Clients using the criteria developed through this process will
potentially have the capability to apply their findings to ondemand and traditional media outlets. Clients may also discover
that the application of their findings may potentially enact change
in advertising platforms throughout all current and future media
offerings.
The researcher was pleased to propogate understanding of
live streaming media, eSports, and advertisingall of which are
growing industries that serve of interest to the researchers future
career goals.
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PROJECT POSITIONING
Opportunity Statement
Live streaming media services lead to the expansion of the fan
base for the emerging market of eSports entertainment. eSports
is continuing to grow in popularity on a global scale with live
streaming websites serving as the vehicle currently providing an
unlimited stream of access for its fan base (Twitch Interactive Inc.,
2014). These online live media streaming websites are currently
offering advertisers a system that adopts the best practices of
online advertising methods that have originated from different
entertainment media such as television, mobile devices, and
various techniques currently applied throughout the internet
(Smith, 2015).
There was an opportunity to improve both the impression quality
for the viewer and the brand value for the advertiser through
the advertising system provided by the live streaming media
organizations. To facilitate a more enjoyable and immersive
entertainment experience, an enhanced version of the advertising
system is needed. Advertisers may also potentially leave a
greater positive impression on an emerging media service with a
rapidly growing audience through the use of these new systems.
Collaborator Landscape
The live streaming community has been developing on the
internet for the past several years. Live streaming media
organizations offered an easily accessible platform for viewers
and streamers alike to enjoy the niche entertainment of electronic
sports. There are three forms of live streaming media available
that fall within the catagory of eSports: Community eSports
organizations, Professional eSports organizations, and eSports as
an offering within a multitude of other industries.
13
Community eSports
Organizations
Collaborator Analysis Chart: Twitch
Community eSports organizations
provide live streaming media
platforms that allow amateurs,
budding celebrities, event hosts,
professional individuals, and
professional teams the capability
to stream live content from their
computers for others to see.
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www.twitch.tv
Twitch.tv was purchased by Amazon in a bidding war with Google
for $1B. Twitch.tv is a organization that offers free live streaming
media with an emphasis on eSports. Recently, their website was
expanded to include channels to stream creative content.
Table 1
Collaborator analysis chart for Twitch
Objectives
Members
Lessons
Approach
Channel
Collaborator
Opportunities
www.hitbox.tv
www.gaming.youtube.com
Table 2
Collaborator analysis chart for HitBox
Table 3
Collaborator analysis chart for YouTube
Objectives
Objectives
Members
Entrepreneurs, Entertainers,
Instructors, Hobbyist, Professional eSport
Gamers.
Members
Lessons
Lessons
Approach
Approach
Channel
Channel
Collaborator
Opportunities
Collaborator
Opportunities
15
16
Objectives
Members
Lessons
Approach
Channel
Collaborator
Opportunities
eSports Alongside a
Multitude of Other Industries
Collaborator Analysis Chart: LiveStream
These organizations have created
platforms for any business, event,
or individual to pay a monthly fee
for the ability to stream live content
to their viewers. They do not focus
on eSports, but instead cover
any form of media that their client
organizations wishes to broadcast
live over the internet.
www.livestream.com
Livestream is an organization that offers businesses and
individuals the capability to purchase a channel on the livestream.
com website. Livestream offers their clients the ability to chat,
keep on-demand content, re-wind live content, and do away with
any advertisements and branding.
Table 5
Collaborator analysis chart for Livestream
Objectives
Members
Businesses, Consumers.
Lessons
Approach
Channel
Collaborator
Opportunities
17
18
Objectives
Members
Businesses, Consumers.
Lessons
Approach
Channel
Collaborator
Opportunities
Professional eSport
Organizations
Collaborator Analysis Chart: Major League Gaming
Professional eSport streaming
organizations currently have
the capability of hosting live
streaming content for major eSport
events around the world. These
organizations focus solely on
providing live content, on-demand
videos, and information regarding
major events, conventions, and
professional individuals and teams
regarding eSports around the
world.
www.majorleaguegamng.com
Major League Gaming was founded in 2002 as a professional
eSports organization. Beyond sponsorships the organization has
expanded its offerings to that of MLG.tv. MLG.tv is a live streaming
media platform the organization has dedicated to hosting live
video of eSports tournaments and events.
Table 7
Collaborator analysis chart for Major League Gaming
Objectives
Members
Lessons
Approach
Channel
Collaborator
Opportunities
19
20
www.cuttingedgesports.com
www.viagame.com
Table 8
Collaborator analysis chart for Cutting Edge
Table 9
Collaborator analysis chart for ViaGame
Objectives
Objectives
Members
Members
Lessons
Lessons
Approach
Approach
Channel
Channel
Collaborator
Opportunities
Collaborator
Opportunities
Members
Lessons
Approach
Channel
Collaborator
Opportunities
21
2x2 Viewer/Streamer
Interaction
Figure 6. 2x2 analysis of the research space for viewer/streamer interaction. Authors image.
22
2x2 Ad Space
Figure 7. 2x2 analysis of the research space for ad space. Authors image.
23
2x2 Customization
Customization on behalf of
the viewer and on behalf of
the streamer allows for the
assessment of capabilities for
future advertising platforms. The
higher the level of customization
between each of the categories
allows for a higher level of
flexibility for advertisement design
and functionality.
Figure 8. 2x2 analysis of the research space for customization. Authors image.
24
Collaborator Insights
Insights were created through the analysis of the competitor
charts and 2x2 matrices:
1. Live streaming media organizations are offering no unique
advertising platforms.
2. Viewers are limited to a chat box with various simplistic
functions.
3. Live stream media organizations are pursuing greater interactive
platforms.
4. Amateur online celebrities are forcing adjustments to be made
within online media offerings.
25
ZAG Steps
Step 1: Who am I?
Tune In is a set of criteria developed through the use of design
thinking that live streaming organizations use to facilitate the
creation of innovative advertising systems for live streaming
media regarding eSports.
26
27
Value Proposition
Tune In is FOR live streaming media organizations WHO are
seeking innovative approaches to advertising within the growing
industry of eSports being broadcasted through live streaming
media.
Tune In is a set of criteria that was developed through
design thinking that serves as a guide for creating these new
approaches to advertising. IT DOES THIS BY engaging viewers
of live streaming media with advertisements that are developed
with the same entertainment value as the stream itself while
maintaining a foundation of progressive advertising tenets.
UNLIKE previous advertisement systems that have been
adapted from previous and dated platforms, Tune In provides the
potential to create innovative platforms in live streaming media
advertising for eSports with the opportunity for a higher degree
of impact and interaction from its viewers.
Onliness Statement
Tune In is the only collaborative study where design thinking is
used to create a set of development criteria for live streaming
media organizations regarding eSports in a digital and physical
format for the creation of empathetic advertisement platforms in
an era of exponential growth for new media.
WHAT: The only collaborative study
HOW: where design thinking is used to create a set of
development criteria
WHO: for live streaming media organizations regarding eSports
WHERE: in a digital and physical format
WHY: for the creation of empathetic advertisement platforms
WHEN: in an era of exponential growth for new media
28
RESEARCH ACTIVITIES
AND
SYNTHESIS
Research Methodology
The primary methodology was that of a qualitative contextual
research project as it is practiced in the design field with an
ethnographic lens focusing on the livestreaming advertising
market for eSports. This methodology was useful due to the
limited number of offerings within live streaming media for
eSports. Live streaming media carries a heavy social context
and therefore requires a human-centered approach to develop
accurate solutions for future offerings.
31
How might a set of criteria, derived from design thinking, be useful for creating effective advertising
in live streaming media for eSports?
What does the
researcher need to
know?
Analytical assessments of
the progress of live stream
media
Ability to incorporate change
To properly incorporate
design thinking into the
process and completion of
the project
Qualitative: Secondary
Quantitative: Secondary
Qualitative: Secondary
Quantitative: Secondary
To establish a greater
understanding of the industry
Secondary Research
Quantitivate: Secondary
Secondary Research
Design Management
professors at SCAD
Design Management
professors at SCAD
Secondary Research
Interviews
Industry members
Observations
Secondary Research
Valuable interview
participants may not be
readily available.
Likelyhood of adoption
Related academic reading
Interviews
Quantitative: Secondary
Adaptability
Measures of success
Industry/community
members
Observations
Advertising potential
To effectively develop
working solutions to current
issues
Secondary Research
Viewer community
Interviews
Observations
Industry/community
members
Live streaming media
websites
32
A greater understanding of
user interactions within live
media streaming for eSports
Research Protocols
Consent Form
Tune In: Criteria for effective livestream advertising.
The following information provides an introduction to field research that will be conducted in Savannah, GA
between September 14, 2015 to November 19, 2015 by Todd Hinkle, Design Management graduate
student at the Savannah College of Art and Design.
RESEARCHER BIO:
Todd Hinkle is a Design Management M.A. candidate at the Savannah College of Art and Design. His
professional background consist of military training for infantry tactics and leadership, a B.A. in marketing,
sales experience, and interning as a strategic planner at Foote, Cone, and Beldings Chicago office.
Todd Hinkle
conducted by _______________________________,
in order to identify
opportunities for design.
How might a set of criteria, derived from design thinking, be useful for creating effective advertising in live
streaming media for eSports?
Todd Hinkle
be used only by _______________________________for
analysis of interview data.
I grant permission for the evaluation data generated from the above methods to be
used in an educational setting.
DATA MANAGEMENT
Data will be anonymized through participants request or researchers decision.
Data will be stored via:
Digital audio recording devices, digital and physical written notes, photographs, and video.
All data will be represented and stay in circulation in the form of a final process book.
CONTACT INFORMATION
This project is being conducted through the Design Management department at the Savannah College of
Art and Design. For additional information please contact Regina Rowland at rrowland@scad.edu.
Project Design Manager:
Todd Hinkle, thinkl20@student.scad.edu, (706)-840-1297.
_______________________________________
Research Participant Name and Signature
_______________________________________
Date
Printed 11/14/2015
Interviewee Age:
Occupation:
Date:
Time:
Interviewee Name:
Occupation:
Interviewee Age:
Date:
Sex:
Time:
4. Do you think there is a difference between online advertising and other types of advertising?
6. If yes, how?
7. Are there events, offerings, or special occasions that you feel work in
drawing in new viewers?
6. What do you think consumers are looking for when they see advertisements?
9. Have you noticed any interactions that other streamers have done that
have improved their user base?
10. Tell me about when you had the most viewers visit your stream and
describe what you were doing at that time?
10. Have you noticed any interesting advertising methods that have emerged recently?
11. Have you ever noticed anything that has caused a negative reaction
from your users?
Sex:
Time:
Location:
Time:
Date:
1. What websites or services do you typically use when you want to watch live streaming media?
Observations:
7. What level of interaction do you seek when you visit these websites?
8. Have you had any memorable experience on a live streaming website so far?
9. If yes, what was it like?
10. Have you had any negative experiences? What happened and what was that like?
11. If yes, what was it like?
12. What would you like to see in the future of live streaming entertainment?
33
Research Activities
Secondary research was conducted between the months of June
to September in 2015 to establish foundational understanding of
advertising, eSports, live streaming media, design thinking, and
the development of criteria.
Observations were executed in two separate occasions during
the month of September in 2015 utilizing a fly on the wall
approach of live streaming media viewers in their personal
environments.
Semi-structured interviews were conducted between the months
of August and September in 2015 with six enthusiast of eSports
on live streaming media.
Semi-structured interviews were conducted during the month of
August in 2015 with three professional advertisers within UX and
strategy.
A semi-structured interview was conducted during the month of
August in 2015 with one professional eSports live streamer.
34
Research Participants
Data Collection
Qualitative data was collected via semi-structured interviews
that were designed with ambiguity by the researcher so that
the interviewee may answer their questions in any manner they
pleased. The researcher used this data collection method in the
cultivation of unique insights from each of the participants.
Qualitative data was also collected through observations by
the researcher for the purpose of providing a glimpse into the
personal environments of the research participants. One of
the participants observed has watched live streaming eSports
for several months, while the other participant has only been
exposed to it for approximately one month.
Processing of Data
The data was collected through audio recordings, various notetaking devices, and photographic recording. The data was
then transferred to a working wall where it underwent various
organizational processes and affinitization by the researcher
to cultivate a comprehensive and holistic understanding of the
information.
Analysis of Data
Once the researcher processed the data appropriately, the use
of various organizational models such as personas, semantic
profiles, and key findings were created to effectively assist in
eliciting insights for future criteria development.
35
ATTENTION
36
I think it would be
pretty cool if some of
the unknown games or
some of the game that
people dont normally
watch were able to
have some viewers or
some publicity.
- Kyle F.
SUPPORT
VARIETY
COMMUNICATION
VALUE
IMMERSION
37
Novice Enthusiast
Veteran Enthusiast
Observation Synthesis
No Multi-tasking
Several Multi-taskings
Relaxed Posture
Attentive Posture
Low Volume
Watched One Channel
Watched One Game
Low Time Per Channel
Didnt Watch Ads
Didnt Click on Ads
High Volume
Watched Multiple Channels
Watched Multiple Games
High Time Per Channel
Watched Ads
Clicked on Ads
38
HEAR
The best players have the highest views.
Subscribe to support the community.
SEE
Figure 21. Stephen Rivera. Picture representing Persona One. 2013
Rivera. Reprinted with permission.
Narrative:
SAY AND DO
I like to talk about my own strategies.
I give donations to support a streamer I enjoy.
Narrative:
Chris has played video games like Pacman and Tetris since he
was a child. Over the years his taste have evolved into more
up-to-date games that he enjoys playing when time allows. His
wife and children take up the majority of his free time after work
and on the weekends, but he still manages to watch others
play on live streaming media by using the phone apps that are
available for convenient viewing. Chris looks after himself by
eating healthy and exercising daily, but knows when it comes to
downtown there isnt much else he would rather do than watch
someone play a game on live streaming media or simply play one
himself if time allows.
HEAR
Exciting games are constantly being released.
Streamers have to support families just like I do.
SEE
Viewers are constantly donating / subscribing.
Streamers not using their time efficiently.
SAY AND DO
I quickly jump in and out of viewing.
I watch when my kids are in bed.
HEAR
Im a girl so I dont know much about gaming.
Girls have some of the most popular chanels.
SEE
Figure 25. Picture of Hannah Foerster representing Persona Three.
Authors Image.
Narrative:
SAY AND DO
I watch for entertainment.
I watch to build my knowledge of the industry.
Summary of Insights
1. Viewers will multi-task while watching eSports. Because of this
multi-tasking behavior the viewer will often miss key moments of
entertainment.
2. Viewers want to participate and support others within their
community, including the streamer who holds it all together.
3. Viewers will typically choose to watch streamers theyve seen
before or the most popular channels because they trust they will
provide the most value.
4. Viewers enjoy breaks in watching normal gameplay for special
events or unique and interesting offerings.
5. Viewers yern for a larger selection of channels, games, and
options and wish to be informed of ones they may not find
organically.
6. Viewers stop participating in their only form of communication,
the chat channel, if its too crowded or unruly.
7. Viewers feel connections to the streamer and want others and
themselves to be recognized for giving their time and money to
the stream.
8. Viewers visit streams to be entertained and to learn. When
streamers spend too much time away from playing a game they
can become antsy.
9. Viewers will be more likely to engage with an advertising system
if they have control over the content and timing of what they are
being shown.
42
Figure 28. Design opportunities and criteria, reframing icon. Authors image.
44
Insights
45
47
Reframing
Reframing took place in this project as the researcher uncovered
insightful information regarding user interactions with live
streaming media. The researcher originally studied advertising
as a negative aspect in the opinions of live streaming viewers of
eSports. It was found that the viewers were not overly bothered
by the disruption created by advertisements, but did not notice
or engage the ads either. The researcher pivoted the project
into the cultivation of criteria that are relevant, timely, delightful,
innovative, and strategically sound as well. When live streaming
organizations create new systems of advertising it is necessary
to ensure that not only are they not disruptive to the viewer
experience, but that they are also noticed and positively engaged
by the viewer as well.
48
PROTOTYPE DEVELOPMENT
AND TESTING
Concept Exploration
The researcher enlisted the assistance of a second designer to
join in the conducting of a series of Crazy Eights for each of the
opportunity statements. Crazy Eights is where the participants
brainstorm up to eight concepts within a small timeframe for
each thematic element. A total of nine sessions were completed,
which provided the researcher with roughly 80 different ideas
for inspiration. After each session the ideas were analyzed and
combined to create the final five concepts that the researcher
chose for testing.
The final five concepts were each rated by adding a point
structure to the pro/con/interesting list. Those with the highest
scores were inspected and adapted to create the final concept.
50
Pros
Cons
Of Interest
+1 Easily transportable.
+1 Easy to understand.
Total: 12-7+3 = 8
51
Pros
Cons
Of Interest
-2 Limited uses.
-2 Time consuming.
-2 Requires a great deal of writing
and reading.
-2 Users may not utilize the entire
book if certain portions become
cumbersome.
Total: 10-8+1 = 3
Figure 32. Writing the Future of History Book concept sketch. Authors image.
52
Pros
Cons
Of Interest
+3 High engagement.
-3 Large space demand.
+3 High drive for progress.
-3 Difficult to reproduce.
+2 Interesting illustrations.
+2 Achievement System for
motivation.
Total: 13-9+3 = 7
53
Pros
Cons
Of Interest
+1 Extremely portable.
+1 Extremely reusable.
+1 Cheap to manufacture.
+2 Heightened sense of
mystery as the next card
is drawn which enhances
creative and unique
outcomes.
+4 Easily understandable.
+4 Low barrier of entry for other
participants.
Total: 11-4+2 = 9
54
Pros
Cons
Of Interest
+1 High replayability.
+2 High level of entertainment for
a group.
Total: 5-6+2 = 1
Figure 35. Tune In the Board Game concept sketch. Authors image.
55
Testing Approach
The researcher then developed the top three
rated concepts into working prototypes and
tested each prototype with a group of four
participants. Two of the participants were
previously observed by the researcher and the
other two participants were new to the project.
Final Scores
Concept 1: Innovation Insight Glasses
56
Observations
Feedback
Very clear instructional layout
-Pat B.
57
Observations
Feedback
Its something different and its making your
business more fun
-Pat B.
This is almost like us creating a flowchat
-Anita M.
58
Observations
Feedback
Encourages a lot of discussion
- Anita M.
Its nice to have everything laid out for you
- Pat B.
The group effort was great
- Adrienne W.
59
60
Observations
Feedback
Concise and straight forward
- Anita M.
Im not sure if I need to keep the cards in order
- Hannah F.
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FINAL DELIVERABLE:
WORKSHOP PITCH PACKET
Description
The workshop pitch packet consists of a project
workbook, a creative facilitation session, and
upgraded content to be displayed upon its
development.
Workbook
Workshop
Additional Content
Workshop Agenda
Day 1: Ideation
9-10am: Introduction to Project and Workshop
10-11am: Opportunity Selection and Discussion
11-12am: Inspiration and Discussion
12-1pm: Lunch
1-3pm: Brainstorming Sessions
3-5pm: Initial Concept Selection
5-5:30pm: Next Steps
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SECTION 2:
INSPIRATION
Table 12
Business Model Canvas for Tune In
Key Partners
Key Activities
Consumer Research:
Extended research will need to be
conducted to maintain revenue
and continued future business.
Content Creation:
Developing workshops and books
will need graphic and layout
designs that will allow for the best
results possible.
Design Firms:
Design firms whose focus of
innovation within any field will
serve as partners when searching
for new methods of creating
innovative advertising systems
and platforms.
Creative Facilitation:
The researcher will lead creative
workshops as necessary.
Advertising Agencies:
Advertising agencies will need to
devise new ways to harness and
utilize new platforms.
Key Resources
Intellectual Property:
Future content will be copywritten
to avoid illegal replication.
Printing Company:
Physical copies of the project
workbooks will need to be
printed with specialized needs for
perferation and for pages that fold
out to become larger sections.
Human Participation:
Creation of these new systems
from the criteria will only
be capable through human
intelligence and collaboration.
Workshop Booklet:
The booklet is formatted to
allow for updated information
and customization. It is the tool
necessary for the development of
advertising systems to take place.
Value Proposition
Consumer Relations
Consumer Segments
In Person:
Interactive and cooperative
assistance. Relationships will
be developed through regular
contact and collaborative actions.
Software Engineers:
Software engineers will be the
main customer for this offering as
they will be developing the new
advertising systems first hand.
Online:
24/7 Q&A to reduce negative
touchpoints and barriers to
innovation.
Streamers:
The streamers are the providers
of entertainment regarding
live streaming media and may
very easily sway the opinion
of viewers. Their involvement
in the process is of the utmost
importance.
Cost Structure
66
Viewers:
The viewers are the core
component that will be forced
into interaction with any new
advertising systems.
Channels
Physical:
In person at the organizations that
develop live streaming content.
Virtual:
The researchers social media
outlets and personal website
will aid in providing 24/7 contact
and information for anyone who
wishes access.
Advertisers:
Advertisers will maintain their
position as the creators of content
for new advertising systems and
the buyers of time to fill and pay
for these new systems.
Revenue Streams
Website Maintenance:
Annual fees to web hosting
company.
Content Creation:
Creative materials and fees for the
Adobe Creative Suite.
Print Manufacturing:
Fees to printing agency for each
physical booklet.
Promotional Materials:
Fees regarding payment toward
Google Adwords for website
promotion.
Updated Content:
Additional content will only be
accessible after paying a set fee.
Mission Statement
Tune In is dedicated to the development of criteria through
design thinking that organizations will use to assist in enhancing
the impact of advertising systems within the market of live
streaming media for eSports.
Vision Statement
Tune Ins vision is to promote innovation within advertising
systems and platforms that create a more enjoyable experience
for the viewer, a more impactful message platform for the
advertiser, a greater degree of experience control for the
streamer, and a unique and effective competitive advantage for
live streaming organizations.
Value Statement
The researcher has maintained a particular set of values
throughout the creation of Tune Ins workbook research.
It is effectively ambiguous: Tune in was designed so that each
client may experience a creative process that will aid in the
development of a multitude of effective offerings.
It is collaborative: Tune Ins process was designed so that the
client may facilitate collaboration and participation from any user
that wishes to join and contribute.
It is updatable: Tune In was designed so the researcher may
upgrade the information within, which the client may purchase
and download to facilitate in the creation of advertising systems
using the latest trend and consumer insight information.
67
SWOT Analysis
Table 13
SWOT Analysis of Tune In
Strengths:
Opportunities:
The workbook is in a
digital space to which the
researcher may add content
Capability of repeatable
independent innovation
production by the client
Increasing interest by
advertisers outside of eSports
68
Ease of manufacturing
Weaknesses:
Threats:
Future costs of
implementation
Product
The researcher has made the Tune In project workbook available
through digital and print formats and has a dual capability in how
it may be used. The first method, a book, is meant to be read from
start to finish and leaving the book intact while the client uses the
activties and instructions contained within. The second method,
cards, is meant for the client to use as a facilitation tool to add a
degree of chance to ease the burden of choice while aiding the
client in pushing the process forward to completion.
The researcher will offer workshop services separately as an
additional product if the client decidely needs professional
consultation and facilitation.
Place
Clients may download the Tune In booklet from the researchers
personal website and inquiries regarding a physical version may
be requested from the website as well. The initial copies will be
distributed digitally to live streaming organizations.
Price
The initial digital copy of the Tune In booklet will be distributed
free of cost to organizations that focus on live streaming content.
Request for physical copies will require only the cost to print
and ship the product. Any additional content to be uploaded
in the future will be downloadable for an additional fee that is
appropriate regarding current market prices.
Promotion
Promotion will consist of digital versions being distributed
to live streaming organizations through social media outlets,
organization websites, and personal emails. The researcher will
also display the project workbook and workshop offerings on his
personal website for potential clients.
69
CONCLUSION AND
RECOMMENDATIONS
Conclusion
The project began when the researcher found a problematic
area within a combination of his passions regarding eSports,
advertising, and live streaming media. The problem became clear
once the researcher was exposed to repeated interruptions by
the current advertising system during his viewing experience.
The researcher decided to champion the issue by creating a set
of criteria that may be used by any live streaming organization
to assist in the development of an innovative advertising system
for this new form of media. The criteria was created through the
aid of design thinking techniques involving an ethnographic lens
that gave way to the cultivation of insights from interviews and
observations with live streaming viewers, a professional streamer,
a UX advertising professional, and two professionals in strategic
planning for advertising.
Once the insights were known, the researcher applied the
insights to aid in the creation of several prototypes. The
prototypes were tested by a group of consumers and the
researcher then analyzed the strengths and weaknesses of
each prototype. The researcher then used the insights from the
testing of the prototypes to create the final design to market. The
final design to market was a workbook with an accompanying
facilitation workshop that would aid the client in the development
of a unique, competitive, and innovative advertising system for
live streaming media regarding eSports. The researcher will
expand on this offering through updated content within the
areas of market trends and consumer insights that will be made
available by purchase on the researchers website.
The researcher believes that if the process is followed diligently
and to its completion, the clients will create a new age of
advertising systems and usher in a new era of
business-to-consumer communication.
72
Recommendations
It is recommended that the organizations take advantage of the
information within this book to spark and inspire progress within
the halls of their business and within their consumer base as
well. Continue to seek updates to this information and be sure to
never rest on a single new concept for too long. Media has the
capability of being one of the strongest forms of social influence
and allowing such a powerful tool to remain autonomous from the
changes in consumer culture would be a travesty in itself.
Continue to seek out methods to apply the new systems you
created into other forms of media, such as on-demand and
traditional television. Lastly, when committing your organization
to this process be sure to be steadfast and maintain diligence
regarding the single most important aspect behind these efforts:
Do it for the user, not for the business.
REFERENCES
Annotated Bibliography
Bennett, S. (2011). Regulating online behavioral advertising. The John Marshall Law Review, 44(4), 899962.
This article by Steven Bennett covered the legality of online advertising within the context of behavioral advertising and its methods of targeting consumers. The author
stated that the internet advertising platform is in the midst fundamental restructuring due to the recent recession and changes within the economics of the online market. This
article assisted in the identification of the potential for marketers to use online behavioral advertising to develop psychographics to better target potential users for product
placement.
Buchanan, R. (1992). Wicked problems in design thinking. Design Issues, 8(2), 521. doi:10.2307/1511637
Within the article, Buchanan discussed the definition of wicked problems within design. Buchanan also discussed Horse Rittels original identification of wicked problems and
how each design problem may be identified as such due to their naturally ambiguous nature. This article assisted in the identification of wicked problems in business and
served as an informative foundation for the solutions found in this study.
Cetinkaya, M., Johansson-Skoldberg, U., & Woodilla, J. (2013, June). Design thinking: Past, present and possible futures. Creativity & Innovation Management, 22(2), 121146.
doi:10.1111/claim.12023
The authors examined the meaning of design management within the business and design realms. The authors explored the offerings within each realm and argued that the
different discourses are not in competition, but would be best served in paralleled development. The article aided the study by assisting in illuminating clear separations in the
discourse of business management and design principles when utilizing design thinking.
Chou, P. A., & Van Der Schaar, M. (Eds.). (2007, March). Multimedia over IP and wireless networks: Compression, networking, and systems. Burlington, MA: Academic Press.
The authors of this book offered a technical understanding of live streaming media and an explanation of its current use. This book was useful to the study by assisting in the
understanding of concepts regarding the technical flow of information through live streaming media and its current limitations.
Christiaans, H. (2002, January 1). Creativity as a design criterion. Creativity Research Journal, 14(1), 4154. doi:10.1207/S15326934CRJ1401_4
The author, Christiaans, explored the criteria necessary to properly rate performance quality in both art and design through the realm of creativity. His objective was to
determine whether creativity has the ability to be reliably and validly judged by humans through design evaluation. Within this article, the author aided in supplying creative
evaluation criteria that were applied to prototypes and concepts found in this study.
Clemons, E. (2009, Mar 22). Why advertising is failing on the internet. Tech Crunch. Retrieved from http://techcrunch.com/2009/03/22/why-advertising-is-failing-on-the-internet.
This article, written by Eric Clemons, discussed the major problems of internet advertising. Clemons stated that its not trusted, wanted, or needed. He evaluated these
concepts in depth and moves on to defend them further with an update due to reader comments. This article assisted this study by aiding in the understanding of certain
pitfalls that need to be taken into consideration and opportunities to work with, instead of against, these negative issues.
Dalsgaard, P. (2014, April 1). Pragmatism and design thinking. International Journal of Design, 8(1), 143155.
The author, Peter Dalsgaard, examined the utilization of pragmatism as a foundational quality for design thinking. Dalsgaard argued that pragmatism has the capability to
provide information and guidance in the development and execution of design projects. This article aided the study by assisting in understanding a practical base where
design is capable of being developed.
Dixon, W. W. (2013, May). Streaming: Movies, media, and instant access. Lexington, KY: University Press of Kentucky.
The author of this book, Dixon, discussed the history of streaming and where its heading in the future. Dixon believed that in the future everyone will be constantly streaming
due to our various and continuously updated mobile devices. This book aided the researcher in his understanding of live streaming media and its fundamental differences
from the on-demand media platform.
Euchner, J. (2012, May 1). Design thinking: An interview with Roger Martin. Research Technology Management, 55(3), 1014. doi:10.5437/08956308X5503003
Within this article, Jim Euchner interviewed renowned design thinker, Roger Martin. Roger is asked questions about the relationship between analytical thought and intuitive
thought and explained how these two schools come together to form the productive mix of design thinking. Wonderfully articulated insights into the understanding of design
thinking are revealed within this interview and aided the researcher in strengthening his own understanding of the field and how it was applied to this study.
74
Gardner, J. (2013, March 5). 5 huge digital marketing trends you cant afford to ignore. Mashable. Retrieved from http://mashable.com/2012/03/05/future-digital-marketingtrends.
Mr. Gardner, a director of communications at Vibrant Media, listed his predictions for online digital marketing trends and what one must do in order to be successful in the
future. His predictions fell under the categories of location services, new ad formats, user-generated curation, integrated marketing, and advertising by format. This article
aided this study by assisting the researcher in the understanding of certain value considerations that were considered during the interview creation process.
Gobble, M. M. (2014, May 1). Design thinking. Research Technology Management, 57(3), 5962. doi:10.5437/08956308X5703005
The author, MaryAnne M. Gobble, illuminated the lure of analytical thinking and its ability to charm corporate innovators into using big data to create solutions. She expanded
on this idea to say that it is flawed in a way due to its lack of human insight, which is a key component within design thinking. This information aided the study in the
application of practices of thought when considering the analyzing and synthesis of data.
GO-Gulf. (2012). Global online ad spending statistics infographic. [Web log post]. Retrieved from http://www.go-gulf.com/blog/online-ad-spending.
GO-Gulf portrayed a plethora of information based on online spending for advertisement within this infographic. The spending patterns were broken down into previous areas
of investment and future predictions for online ad spending. This was helpful to the study due to its insight into online ad spending that led to a stronger understanding of the
where and why regarding global online ad spending.
Heath, R. (2012). Seducing the subconscious: The psychology of emotional influence in advertising. West Sussex, UK: Wiley-Blackwell.
The author, Dr. Robert Heath, wrote this book as a historical overview of the psychology that stood behind advertising of the past and explored how it was evolving into
the future. Dr. Heaths dive into the modern psychology of internet banner ads, the examination of the brains interactions with advertising, and a breakdown of traditional
ad methods illuminated fascinating insights into how humans react to advertising. This book assisted every portion of this study by aiding the researchers understanding
regarding the psychology behind advertising methods.
Heaven, D. (2014, August 16). Rise and rise of esports. New Scientist, 223(2982), 17.
Within this article, Heaven explored some of the hype behind eSports and its current arenas for competition. Heaven also spoke on the current growth of the market and how
live-streaming media has created a new slew of celebrities within the sport. This was helpful to the study due to her insider view of the industry that aided in developing a
deeper understanding of eSports.
Kimbell, L. (2015, April 15). Rethinking design thinking: Part I. Design and Culture, 3(3), 285306. doi:10.2752/175470811X13071166525216
The author, Lucy Kimbell, argued that design thinking was misused and poorly mixed due to the attainment of the way of thinking by business schools and consultancies.
Kimbell examined signs that design thinking has failed and offered a clarification in design thinkings functionality so that the idea may carry forward. This article was useful to
this study as it aided in the development of new viewpoints on the future and functionality of design thinking.
Kurnit, R. (2015, February 25). Defining native advertising. Mondaq Business Briefing. Retrieved from www.mondaq.com.
Within this article, Kurnit covered native advertising and listed different examples, liability concerns, and best practices currently being used in the industry. This information
was useful to the study by aiding in the researchers understanding of what defines native advertising and how it was being used, so that the researcher was able to apply this
information to various segments of his process.
Lee, D., & Schoenstedt, L. J. (2011, October 1). Comparison of eSports to traditional sports consumption motives. ICHPER-SD, 6(2), 3944.
Within this study, Lee analyzed motivations and behavioral patterns for participants of eSports and its marketable values resulting from these motivations. This study assisted
the researcher by aiding in the highlighting of the three motivators behind eSport participation to be competition, peer pressure, and building a skill. Incorporating these
insights into the behavioral patterns of this emerging market assisted in developing interview questions for this study.
Levin, J., & Milgrom, P. (2010, May). Online advertising: Heterogeneity and conflation in market design. The American Economic Review, 100(2), 603607. doi:10.1257/
aer.100.2.603
The authors broke down some of the current advertising platforms that were found across the internet within this article. The authors portrayed potential flaws in the
advertising systems, especially in Googles cost per click platform, by illuminating their functionality and purpose for the consumer. This article assisted in the understanding of
current advertising platforms at the time of the study and provided information regarding the need within the future of advertising to create finer ad targeting methods.
75
LifeCourse Associatates. (2014, June 4). The new face of gamers. [Web log post]. Retrieved from http://blog.twitch.tv/wp-content/uploads/2014/06/TheNewFaceofGamers.pdf.
This report is a study created by LifeCourse Associates and was commissioned by Twitch.tv. LifeCourse Associates covered the characteristics and user groups within the
eSports community as of 2014 with this study. They also listed various statistics regarding new gamers, target user breakdowns of personality, and how gamers engage with
media. This report aided the researcher in the understanding of the base target market for this study as well as personality differentiators that needed to be considered when
developing the final solutions and interview questions.
Martinsuo, M., & Poskela, J. (2001, November 1). Use of evaluation criteria and innovation performance in the front end of innovation. The Journal of Product Innovation
Management, 28(6), 896914. doi:10.1111/j.1540-5885.2011.00844.x
The authors of this article, Martinsuo and Poskela, explored the usage of evaluation criteria in idea and concept development firms. Their results showed that firms using
evaluation criteria significantly assisted in the enhancement of competitive and business potential in the front end of innovation. This article assisted the study by increasing
the understanding regarding assessment models and criteria for those models.
Moses, L. (2013, October 21). The roadblocks of native advertising. Adweek, 54(37), 14.
The discussion within this article revolved around clients not taking full advantage of the native advertising arena. This was blamed mostly in part due to the red tape that
slows company decision making and using the right pieces to make these changes happen. This information assisted in understanding the inner working of companies when
considering new forms of advertising and the pitfalls new advertising platforms potentially face.
Norcini, J. J. (2011). Criteria for good assessment: Consensus statement and recommendation from the Ottawa 2010 conference. Medical Teacher, 33(3), 206214. doi:10.3109/01
42159X.2011.551559
Within this article the authors outline criteria for good assessment was examined and broken down into maintainable and repeatable steps. The author covered systemic
steps in the process of good assessment; such as, validity, reproduction, equivalence, feasibility, educational effect, catalytic effect, and acceptability. This article assisted the
study by aiding in the development of practice points, drafting, and the systemic construction of criteria for proper evaluation.
Smith, M. (2015). Targeted: How technology is revolutionizing advertising and the way companies reach consumers. New York, NY: AMACOM.
The author laid out all of the current processes being used in online advertising in the business-to-business atmosphere. Major areas of advertising sales were discussed such
as Search Engine Marketing, Googles advertising abilities, and real-time bidding. The book assisted this study by aiding in the understanding of the next steps to be taken by
the advertising industry by laying out future potential strategies.
Taylor, T.L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge, MA: MIT Press.
This book was one of the main sources of information in print regarding the eSports community and its stakeholders. The author covered valuable material such as different
venues and media outlets within the eSports arena as well as information regarding the business behind the scenes. This book was a strong resource for this study as it aided
in understanding the current viewership and fandom regarding the industry.
Twitch Interactive, Inc. (2014). 2014 Retrospective. Retrieved from http://www.twitch.tv/year/2014.
Within this retrospective, Twitch Interactive, Inc. covered several different aspects of the online streaming and eSports industries. Twitch showed their expansion into new
media playing devices, ways to broadcast, merchandising options, and live concert and music streaming abilities. Twitch also listed minutes watcher per month, video
broadcast per month, unique viewers per month, partnered channels, unique broadcast per month, and a peak of concurrent viewers for the year. This report assisted in
understanding the significance and selling effect of this emerging platform between the intersection of eSports and live streaming media.
Ware, C. (2008). Visual thinking: For design. Burlington, MA: Morgan Kaufmann.
The author, Colin Ware, discussed the psychological and physiological aspects that take place when humans view design. Wares explanation of color, pattern expansion, and
spatial consideration are easy to grasp and apply when developing new designs. This book was pivitol in aiding the researcher in understanding design concepts that were
applied to this study so that the criteria offerings were considered aesthetically pleasing when viewed by the human eye.
76
List of Figures
Figure 1. TV icon........................................................................................................................ 0
Figure 2. Observation collage photo...................................................................................3
Figure 3. Introduction icon..................................................................................................... 3
Figure 4. Project framing icon............................................................................................... 7
Figure 5. Project positioning icon.........................................................................................12
Figure 6. 2x2 analysis of the research space for viewer/streamer interaction.......22
Figure 7. 2x2 analysis of the research space for ad space...........................................23
Figure 8. 2x2 analysis of the research space for customization.................................24
Figure 9. Research activities icon........................................................................................ 29
Figure 10. Map of the studys research space...................................................................30
Figure 11. Consent form part one.......................................................................................... 33
Figure 12. Consent form part two......................................................................................... 33
Figure 13. Advertiser interview form.................................................................................... 33
Figure 14. Streamer interview form...................................................................................... 33
Figure 15. Viewer interview form.......................................................................................... 33
Figure 16. Observation research form.................................................................................33
Figure 17. Final synthesis working wall............................................................................... 36
Figure 18. Picture of Novice Enthusiast watching Twitch.tv...........................................38
Figure 19. Picture of Veteran Enthusiast watching Twitch.tv......................................... 38
Figure 20. Semantic profile of observation synthesis.....................................................38
Figure 21. Stephen Rivera. Picture representing Persona One. 2013 Rivera.......39
Figure 22. Semantic profile for Persona One................................................................... 39
Figure 23: Garon Muller. Picture representing Persona Two. 2015 Muller........... 40
Figure 24. Semantic profile for Persona Two....................................................................40
Figure 25. Picture of Hannah Foerster representing Persona Three.........................41
Figure 26. Semantic profile for Persona Three.................................................................41
Figure 27. Research findings at a glance map................................................................. 43
Figure 28. Design opportunities and criteria, reframing icon.......................................44
Figure 29. Opportunity for design map.............................................................................. 46
Figure 30. Prototype development and testing icon...................................................... 49
Figure 31. Innovation Insight Glasses concept sketch....................................................51
Figure 32. Writing the Future of History Book concept sketch.....................................52
Figure 33. Level Up RPG concept sketch...........................................................................53
Figure 34. Cards of Creation concept sketch....................................................................54
Figure 35. Tune In the Board Game concept sketch...................................................... 55
Figure 36. Participants testing Innovation Insight Glasses concept...........................56
Figure 37. Participants testing Level Up RPG concept....................................................58
Figure 38. Participants testing Cards of Creation concept........................................... 59
Figure 39. Participants testing the Final Prototype..........................................................61
Figure 40. Final deliverable icon.......................................................................................... 62
Figures 41. Workbook icon..................................................................................................... 63
Figure 42. Workshop icon...................................................................................................... 63
Figure 43. Workshop icon.......................................................................................................63
Figure 44. Final offering project workbook icons............................................................ 65
Figure 45. Final design to market implementation roadmap....................................... 70
List of Figures
Figure E12. Tune In inspiration card back page................................................................ 108
Figure E13. Tune In brainstorm icon page.......................................................................... 109
Figure E14. Tune In brainstorm description page............................................................. 110
Figure E15. Tune In brainstorm follow up page.................................................................111
Figure E16. Tune In brainstorm icon page.......................................................................... 112
Figure E17. Tune In brainstorm cards page........................................................................ 113
Figure E18. Tune In brainstorm cards back page............................................................. 114
Figure E19. Tune In initial concept icon page.................................................................... 115
Figure E20. Tune In initial concept description page......................................................116
Figure E21. Tune In initial concept cards page..................................................................117
Figure E22. Tune In initial concept cards back page...................................................... 118
Figure E23. Tune In progress tracker icon page.............................................................. 119
Figure E24. Tune In progress tracker description............................................................ 120
Figure E25. Tune In progress tracker role descriptions................................................. 121
Figure E26. Tune In progress tracker icon......................................................................... 122
Figure E27. Tune In progress tracker fold out front page.............................................. 123
Figure E28. Tune In progress tracker fold out back page............................................. 124
Figure E29. Tune In criteria icon page................................................................................ 125
Figure E30. Tune In criteria description page................................................................... 126
Figure E31. Tune In criteria cards page............................................................................... 127
Figure E32. Tune In criteria cards back page....................................................................128
Figure E33. Tune In criteria form one and two page....................................................... 129
Figure E34. Tune In criteria form three and four page....................................................130
Figure E35. Tune In criteria form five and six page......................................................... 131
Figure E36. Tune In criteria form seven and eight page................................................ 132
Figure E37. Tune In criteria form nine and final page...................................................... 133
Figure E38. Tune In congratulations page......................................................................... 134
Figure E1. Working wall week 2............................................................................................ 136
Figure E2. Working wall week 3........................................................................................... 136
Figure E3. Working wall week 4........................................................................................... 136
Figure E4. Working wall week 5............................................................................................136
78
List of Tables
Table 1
Collaborator analysis chart for Twitch................................................................................ 14
Table 2
Collaborator analysis chart for HitBox................................................................................15
Table 3
Collaborator analysis chart for YouTube............................................................................ 15
Table 4
Collaborator analysis chart for D!ng It................................................................................ 16
Table 5
Collaborator analysis chart for LiveStream....................................................................... 17
Table 6
Collaborator analysis chart for Ustream............................................................................ 18
Table 7
Collaborator analysis chart for Major League Gaming..................................................19
Table 8
Collaborator analysis chart for Cutting Edge................................................................... 20
Table 9
Collaborator analysis chart for ViaGame...........................................................................20
Table 10
Collaborator analysis chart for GFINITY.............................................................................21
Table 11
Research question matrix.......................................................................................................32
Table 12
Business Model Canvas for Tune In.................................................................................... 66
Table 13
SWOT Analysis of Tune In...................................................................................................... 68
79
A
APPENDIX A:
TIMELINE
80
Sept 15-21
Sept 22-28
WEEK 1
T
Section 1
Section 2
Section 3
Market Analysis
Working Wall Updates
Collaborator Analysis
Finding Your ZAG
Value Proposition
Complete Primary Research
Progress Check-In
Submission
Section 4
Synthesis
Working Wall Updates
Finalize Research
Affintizing
Persona Development
Progress Check-In
Submission
Section 5
Sept 29-Oct 5
WEEK 2
S
Oct 6-12
WEEK 3
S
Oct 13-19
WEEK 4
S
WEEK 5
S
Figure A1. Timeline for the first five weeks. Authors image.
81
Section 6
Section 7
Section 8
Section 9
Business Planning
Working Wall Updates
Business Model Canvas
Implementation Plan
Progress Check-In
Submission
Section 10
Oct 20-26
Oct 27-Nov 2
Nov 3-9
Nov 10-16
Nov 17-19
WEEK 6
WEEK 7
WEEK 8
WEEK 9
WEEK 10
Figure A2. Timeline for the second five weeks. Authors image.
82
APPENDIX B:
SIGNED CONSENT FORMS
83
Consent Forms
C
APPENDIX C:
PROTOCOLS
85
The following information provides an introduction to field research that will be conducted in Savannah, GA
between September 14, 2015 to November 19, 2015 by Todd Hinkle, Design Management graduate
student at the Savannah College of Art and Design.
RESEARCHER BIO:
Todd Hinkle is a Design Management M.A. candidate at the Savannah College of Art and Design. His
professional background consist of military training for infantry tactics and leadership, a B.A. in marketing,
sales experience, and interning as a strategic planner at Foote, Cone, and Beldings Chicago office.
Todd Hinkle
conducted by _______________________________,
in order to identify
opportunities for design.
How might a set of criteria, derived from design thinking, be useful for creating effective advertising in live
streaming media for eSports?
Todd Hinkle
be used only by _______________________________for
analysis of interview data.
I grant permission for the evaluation data generated from the above methods to be
used in an educational setting.
DATA MANAGEMENT
Data will be anonymized through participants request or researchers decision.
Data will be stored via:
Digital audio recording devices, digital and physical written notes, photographs, and video.
All data will be represented and stay in circulation in the form of a final process book.
CONTACT INFORMATION
This project is being conducted through the Design Management department at the Savannah College of
Art and Design. For additional information please contact Regina Rowland at rrowland@scad.edu.
_______________________________________
Research Participant Name and Signature
_______________________________________
Date
Printed 11/14/2015
86
Interviewee Age:
Occupation:
Date:
Sex:
Time:
Interviewee Name:
Occupation:
Interviewee Age:
Date:
Sex:
Time:
4. Do you think there is a difference between online advertising and other types of advertising?
5. Is there something special about online advertising?
6. What do you think consumers are looking for when they see advertisements?
7. How might consumers see advertising as negative?
8. Do you use certain methods to construct your advertisements?
9. Have you noticed any advertisement methods or platforms that have been effective previously?
10. Have you noticed any interesting advertising methods that have emerged recently?
11. How do you picture the future of advertising?
6. If yes, how?
7. Are there events, offerings, or special occasions that you feel work in
drawing in new viewers?
8. Have you noticed events, offerings, or special occassions that spur
viewers to interact more in the chat channels?
9. Have you noticed any interactions that other streamers have done that
have improved their user base?
10. Tell me about when you had the most viewers visit your stream and
describe what you were doing at that time?
11. Have you ever noticed anything that has caused a negative reaction
from your users?
12. Whats your vision of the future of live streaming media?
87
Interviewee Age:
Occupation:
Date:
Sex:
Time:
Location:
Time:
Date:
1. What websites or services do you typically use when you want to watch live streaming media?
Observations:
7. What level of interaction do you seek when you visit these websites?
8. Have you had any memorable experience on a live streaming website so far?
9. If yes, what was it like?
10. Have you had any negative experiences? What happened and what was that like?
11. If yes, what was it like?
12. What would you like to see in the future of live streaming entertainment?
88
D
APPENDIX D:
TRANSCRIPTIONS
89
Alex S. Transcript
Brian H. Transcript
90
Dave N. Transcript
91
Justin D. Transcript
92
Katie S. Transcript
Kyle F. Transcript
93
Maarten B. Transcript
Ryan T. Transcript
94
Observations:
Head movement showed that he may have been reading chat while switching back to watching the
stream repeatedly.
Focused on the stream for around 3 minutes and his girlfriend came into the room and turned on the TV.
Time: 2:15pm
Date: 4 October, 2015
Viewer watched the TV and would look down to the laptop every 10-20 seconds as sound increased on
the laptop.
Viewer watched the last 2 minutes of a hand of Hearthstone without break.
The game finished and the viewer clicked back and selected a new game, Destiny (number 8 on the list).
Viewer scrolled down and briefly read about the streamer and quickly scrolled back up.
Viewer looked over to chat and read for roughly 10 seconds before looking at the TV and then returning
attention to the stream.
Viewer watched the stream run in a circle with their online character several times then hit back and
selected the third streamer on the list.
Scrolled down boxes describing the viewer and scrolled back up.
Observations:
Viewer selected browse and began to slide through games.
Chose a game close to the top. (Hearthstone)
Scrolled down briefly and returned to the top and chose the 4th largest stream.
The picture to select the stream had 2 men at the bottom right with the game interface taking up the
majority of the screen.
An advertisement took up the entirety of the screen and the viewer looked at it briefly and moved the
mouse cursor over to the chat box and began to read until the advertisement finished.
Viewer said something about the stream being in French and clicked to go back to the browse page.
Selected the top stream for the Hearthstone game.
Scrolled down to the information section and read about the streamer.
Scrolled back up and began to watch.
Viewer watched the TV for around 25 seconds and then looked back down to watch the stream for a little
over 2 minutes.
Alternated between watching the TV and the stream for around 5 minutes.
Clicked back and scrolled quickly through the games and chose The Witcher III.
Chose the first streamer in line that had English in the title.
Scrolled down to the user bio and quickly scrolled back up.
Left the stream running while alternating attention from TV to the laptop, sometimes looking over to the
chat.
This continued for around 8 minutes before the viewer closed the tab, closed the laptop, and said he was
going to check it out later tonight if he had the chance.
Observations:
Viewer leaned forward and clapsed her hands together in front of her face as she read the chat.
Viewer scrolled down and read about the stream for a brief moment.
Viewer opened up a different IE and typed in the name of the woman who was just being shown in the stream.
She listened to the stream while reading the wiki page of the female from the stream.
A new speaker came on the stream, an elderly male.
Viewer leaned back in her chair and started to watch the actual stream again, which continued for 5 minutes. She
read the chat for a minute and shook her head.
Viewer clicked back and browsed for games and chose Super Mario Maker.
Viewer selected a game with 3k viewers, not the top of the list.
When the advertisement came on she began to check her phone.
When she heard the voice of the streamer she looked back up and leaned to the left, resting her chin in her hand
and started watching.
Viewer put her phone down and turned slightly and watched the stream.
The streamer failed three times in a row and the viewer said unacceptable Patrick Clipek and continued to
watch.
Observations:
Viewer laughed and read some of the lines from chat. [laughs] why is he even doing that. Patrick is having an
existential crisis. Why did you even throw it.
Viewer went to the home page and watched a video on the homepage for around 5 minutes.
Viewer yawned and rocked her chair while watching the screen.
Viewer watched the advertisement and said it was weird out loud.
Viewer said come on Patrick and said doo ittt. Doo itttt. Come on Patrick come on. as he approached the end
of a level.
Viewer leaned back in the chair and moved her eyes from the chat channel and back to the screen she was
watching.
The video she is watching is about female inequality in the gaming industry.
Viewer folds her arms and exhales heavily.
Viewer leaned forward and started to read the chat for several moments.
The streamer died and she cringed and squeezed her fist and said that was really bad Theyre keeping count
of his deaths if he dies 4 more times then Im done.
He failed and she turned her head and squeezed her fist.
He failed and she pursed her lips and swiveled in the chair slightly.
He failed to more times and she sat still watching as he restarted.
Viewer said who is this chick? theres 1.6 million people watching this.
Viewer typed a question into the chat stream.
He failed and said he was done streaming for the day. Viewer clicked her nails against the desk .
Viewer said God, people are awful and oh my God out loud.
Viewer turned her chair and read the chat while the streamer spoke and gave details about what he would be
doing over the next few hours.
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APPENDIX E:
FINAL DESIGN TO MARKET
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SECTION 4:
INITIAL CONCEPT
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SECTION 4:
INITIAL CONCEPT
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Figure E22. Tune In initial concept cards back page. Authors image.
SECTION 5:
PROGRESS TRACKER
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Figure E27. Tune In progress tracker fold out front page. Authors image.
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Figure E28. Tune In progress tracker fold out back page. Authors image.
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Figure E33. Tune In criteria form one and two page. Authors image.
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Figure E34. Tune In criteria form three and four page. Authors image.
Figure E35. Tune In criteria form five and six page. Authors image.
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Figure E36. Tune In criteria form seven and eight page. Authors image.
Figure E37. Tune In criteria form nine and final page. Authors image.
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F
APPENDIX F:
WORKING WALL
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Working Wall
Week 2
Week 3
Week 5
Week 4
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TUNE IN
Todd Hinkle
706.840.1297
todd.hinkle@hotmail.com
toddhinkle.com
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