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Turning users into gamers.
During the discovery phase we delved deep into Cartoon Network’s business model, their competitive landscape and how they add value to their different audiences.
The insights we got from the London workshop helped us hone our research into more in-depth hypotheses around user profiles.
User personas usually help us build empathy with users. But it’s a limited methodology and, since we were working with a culturally diverse demographic, we started looking for alternatives.
Building upon the hypothesis that kids all over the world turn to platforms like Cartoon Network for entertainment, we started thinking of our users as players and listed the roles they could take with a revisited version of Bartle’s Taxonomy of player types