App Dissection - Dropout.TV

Dropout.TV is a comedy subscription streaming service and digital distributer of original shows produced in-house. Launching in 2018 as a follow up to the popular YouTube channel, College Humor, their cast-based content structure engages millennial and gen-Z audiences through personal connection, active social media presences, and corporate transparency. Their application of the same name allows subscribers to stream their video content on-demand.

Problem Statement

As a research project, the objective of the app dissection is to identify and target Dropout.TV’s target audience and gain an understanding of user needs through direct engagement to develop a plan of action that addresses their pain points, presented as a final paper prototype.

Target Demographic

Launching with a pre-existing audience grown through a social media presence focused on university experiences, Dropout.TV’s target audience are millennial and gen-Z students and young professionals who grew up or are otherwise familiar with their YouTube content.

Roles and Responsibilities

As the UX designer responsible for this project, I engaged in qualitative research and development for novel features for the Dropout.TV application. This involved initially analyzing and hypothesizing about the key pain points in the user flow, conducting and analyzing semi-structured interviews with established users of the application, developing UX artefacts such as personas and journey maps, and the production of a low-fidelity paper prototype.

Design Process

First research phase

After an initial analysis of the application, I noted that navigating through the content on the home page to find specific content was challenging. Looking at competitors, such as YouTube or Disney+, I further remarked that they implemented a tab system to facilitate searching through large quantities and varieties of video content.

With this initial UX hypothesis in mind, I crafted an interview guide for brief, semi-structured interviews. Finding participants from the target demographic that were pre-existing users of the platform proved challenging, and ultimately only one individual from the sample I reached out to was able to participate in this first round of interviews. I conducted a 20-minute in-person interview with this individual, and after conducting a tagging analysis I was able to craft a persona, empathy map, and journey map to qualitatively determine key user challenges.

Through this process, my initial hypothesis that the primary pain points of Dropout’s user experience was navigation through a large content library was positively reinforced. A number of the challenges that the first interviewee encountered were characterised by an unaccustomedness with scrolling mechanisms on a mobile phone, a lack of familiarity with basic icons, and a reluctance to engage with features they deemed unfamiliar as a result of an alienating relationship with technology. This came to a head when attempting to address these concerns through how might we questions and user flows, where it became clear that these navigational challenges were baked into every element of the application, bloating the scope of the project and ultimately obscured actionable changes for the target demographic, which would be familiar with common digital interactions such as scrolling and search functionalities.

Back to the drawing board

Despite the aforementioned challenges, I didn’t give up. I cast a wider net in my search for interviewees and was able to find 2 additional participants from which I developed 2 personas that fit within the application’s target demographic. The first interview that inspired Audio Alyssa was conducted over the phone for 45-minute duration, working with the same semi-structured interview guide from the first phase. Through an analysis of the user journey of this persona, I was able to find a clear pain point relating to a lack of optimization for enjoying long-form content on the platform in an audio-only player, leading to the clear how might we question of “How might we improve the audio-only experience on mobile?”

From this point, I was able to conduct a competitive analysis with out-of-the-box competitors, such as Spotify and Apple Podcasts, to familiarize myself with the core elements of audio-based user experiences.

Paper prototyping

After engaging in brainstorming exercises, such as Crazy 8s, I created preliminary sketches to conceptualize what the player would look and function like.

Final paper prototype

After episode selection, the application produces the episode landing that features key information such as the title, the episode length, and the ability to return to the episode list of a given season. Additionally, to capitalize on user familiarity with social media and personal connection to specific cast members, I added featured tags to allow individuals to more easily search for content with key terms and featured cast members through prominent image-based tagging. Additionally, from this page users can add the episode to their watchlist or download the episode for later viewing.

Upon pressing play (or resume if they had already begun listening to that episode), the application would produce the player, with new features such as an episode queue that additionally indicates the download status of following episodes, a sleep timer that is immersively themed and pauses the player after a designated period of inactivity, and the ability to adjust playback speed through a speedometer graphic.

Users can also share the episode with their digital community with customizable episode cards that can be published directly to a number of social media platforms, expanding Dropout.TV’s audience reach.

Scope and Constraints

Upon expanding this paper prototype to high-fidelity, I would strongly recommend further user interviews to reinforce findings with regards to persona pain points as a result of sampling constraints, in addition to user tests of these expanded prototypes to ensure that projected user flows are accurate. This research project reinforces the importance of engaging directly with actual product users within a target audience in order to accommodate a relevant and high-ROI project scope. Rigorously testing in-house hypotheses helps hone in on what users actually need, and in turn what will help your business grow.