Product Designer
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Joyride

Sequoia Capital backed startup Joyride is a live gameshow app that entertains over a million monthly active users.

 

Joyride

Sequoia Capital backed startup Joyride is a live gameshow app that entertains over a million monthly active users.

 
 
 

When

2017 - 2019

Employer 

Kiwi Inc

Role

Design Lead

 
 
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Product Evolution

 
 

Originally hired as a consultant to refresh and redesign Joyride, I was quickly offered a full-time position to lead all design efforts. Once I became full-time, I assembled a team of contractors to rebrand the app and redesign some of the features. Soon after the rebranding was complete In early 2018, Joyride pivoted business models to focus on live game shows whilst leveraging existing infrastructure and features intended for the original product. While the redesign did go according to plan, Joyride’s new brand doesn’t quite match our new target demographic after the product pivot. With the product pivot in mind and limited development resources, my team and I have been actively working towards methodically updating the design language without the need for another redesign. 

Joyride Evolution.png
 
 

 

Version 2 - Redesign

2017

 

 
 

What Joyride Was

Joyride was a group video chat app where friends gathered to stay entertained, play games and make new friends.

 
 
 

The Problem

With a successful soft launch, I was tasked with assembling a team of designers to rebranding and redesigning the product. Adhering to an aggressive timeline, my goals were to gather user feedback, rebranded the app, address minor UX issues and redesign the interface. 

  • Conduct User Research & Identify Major UX Issues

  • Rebrand Joyride

  • Redesign Interface

 
 
 

Users & Audience

As a social application built around live social video and play, we were focused on a female-driven (but not female-exclusive) 13-17 and 18-25 demographic as core audiences without limiting our ability to draw in males as well for a mass market audience.

  • Predominantly Female

  • Middle / High School / College Students

  • Ages 13-17 and 18-25

 
 
 

V1 User Feedback

Although some of the V1 product flaws were evident to me, I wasn’t the target audience. To accurately asses user paint points, we interviewed and conducted usability tests with 3 Joyride users and 7 non users.  

 
 
 
 

Feedback Summary

  • Interface busy and confusing to navigate

  • Reluctance conversing with strangers

  • Provide significant value or entertainment to encourage friend invites 

 
 
 

Rebranding

 
 

With a predominantly adolescent female audience, we aimed for a cute and friendly rebrand of Joyride. Working with 3 illustrators, 2 animators and a character designer, we set out to reinvent Joyride’s identity. 

 
 
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Explorations

 
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Augmented Video Filters

To stay competitive with other video chat apps, we created augmented video filters. Through specific voice and movement triggers, users could activate custom video filters. These video filters were intended to enhance the video chat experience while chatting with friends.

 
 
 

Branded Characters

Character Design 1.png

My team and I crafted these 3d characters over many months to create an original video filter experience. Each character had unique characteristics and varied motion sequences.

Character Video Filters

 
 
 

Salt Bae

Triggered by saying “Salty” in video chat

GIF Thought Bubble

Triggered by saying specific words that would display a relevant GIF

Clapping

Triggered by saying “Congratulations” in video chat

 
 
 
 

Interface Redesign

Aiming to address UX issues with limited development effort, I could only focus on visual refreshes throughout the app.

 

Redesigned Launchpad

 

Redesigned Video Chat

 

Redesigned Video Chat Games

 
 
 

Conclusion

Although the rebrand and redesign went well, the data showed us organic invites were non existent. Retaining users and engaging them on a regular basis became challenging without users building their social graph within the app. Attempting to address this fundamental issue, we released features and updates with little success. After two quarters of consistent updates and an evolving competitor landscape, it became clear that we needed to rethink the product.

 
 

Version 3 - Product Pivot

2018


 
 

Joyride Now

Joyride is a live game show app, with a growing lineup of interactive and diverse shows. Players can team up with their friends to compete against the community and split real cash prizes! 

 
 
 

The Pivot

 
 

With increasing competition and little traction, we were forced to pivot the product. Attempting to create a product that would be more shareable while leveraging existing features, we decided to pursue live gameshows as our new product focus. Additionally, our head of product wanted to to create multiple gameshows in an effort to keep users entertained and thwart user churn. One of the biggest challenge during this product pivot were the limitations imposed by the developers. With significant development resources refactoring code and modifying features, the product team was forced to reduce our scope. 

  • Reuse exiting features

  • Limited UI changes

  • Gameshow variety

  • Monetize experience

 
 
 

New Users & Audience

Joyride’s new gameshow focused experience altered our target demographic. Appealing to an older gender neutral demographic, we tried crafting gameshow experiences accordingly. Our new demo is more likely to invite friends and share Joyride for in app currency.

  • Gender Neutral

  • Ages 21-35 

 
 
 

Adapting Launchpad

As a time saving measure we adapted our launchpad to showcase live and upcoming gameshows instead of chat rooms. A 4th redesigned version of the launchpad is currently being user tested and optimized.

 
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Adapting Video Chat

Since our original product focused on group video chat, we were able to reuse this feature allowing friends to play together within our live gameshows.

 
v1v2v3 Group Video Chat.png
 
 

Live Gameshows

Originally launching with just one gameshow, Joyride offers a variety of unique interactive gameshow experiences. With the success of our first gameshow “Quizzo,” we decided to create 7 more games offering an array of challenges. Joyride’s diversity of gameshows allowed us to test retention and unique user acquisition strategies.

 
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Conclusion and Current Status

Joyride’s product pivot went well with an increase in organic installs, improvements in user retention and a monetization. Soon after validated the pivot to live gameshows; we focused on polishing user flows and gameshow experiences. After leaving Kiwi in 2019, Joyride has evolved once more to focus on live streaming users gameplay without cash prizes or formal hosts.

 
 

 

Download Joyride