VERIZON OPEN INNOVATION
Breaking into the eSports industry leveraging Verizon's new 5G technology

OVERVIEW
Project Type
Consultation project for Verizon's Open Innovation Lab
Role
Performed user research, designed prototypes, and tested next-gen concept experiences using agile methodology
Skills Development
Product and industry research, prototyping, user research, cross-functional collaboration, project management, teamwork, working as a virtual team
Duration
May-August 2018 (14 week)
THE CHALLENGE
Verizon wanted strategic recommendations on how to craft an eSports experience built on evolving user needs that leveraged advanced technological capabilities. In particular, Verizon hoped to use 5G to become an emerging tech leader in the growing eSports industry.
SUMMARY
We conducted research which was used as a springboard for our four initial week-long sprints. Insights from these sprints were combined to create the concept of micro-gaming experiences that are not yet available due to technological constraints. This solution is a logical extension of current geo-targeting ads and on-the-go gaming trends.
"Through playing games, you are building skills, stories, and community. Community is a secondary bonus. Problem solving is more of a main goal."
Interviewee, Avid Gamer
May 2018
RESEARCH
Methods: Observation, surveys, scenarios, interviews, secondary research
A key motivation for gaming is to socialize and have a sense of community
PC gaming was the preferred method of gaming, with mobile following close behind
Gamers and eSports professionals alike wanted more exposure for the industry
Potential areas for further research and design included mobile and PC gaming integration, female gaming, Games as a Service, university gaming, and virtual reality
June 1-8, 2018
SPRINT 1
Methods: Survey, interviews, secondary research, HMW questions, crazy eights, dot-voting, clustering, prototyping, user testing
Prototypes
Dual-Screen Mobile Add-On
Mobile Gaming Keyboard Extension
Mobile/PC Gaming Integration
Insights
Companies should see that a phone is a controller that’s always in your pocket
Sensitivity and battery life of mobile phones were a concern for gamers
People expressed great interest in integrating mobile devices into the gaming experience
Players wanted this integration to be seamless and immersive
June 9-15, 2018
SPRINT 2
Methods: Interviews, secondary research, HMW questions, crazy eights, dot-voting, prototyping, user testing
Prototypes
eSports Training Application
Verizon Training Grounds
Insights
Virtual training for professional eSports players is not ideal
Access to professional support is important in the success of eSports gamers
Suggestion to link training programs with particular games or game clients
The training grounds can give up-and-coming players opportunities to play against high-level gamers, as well as give them access to psychologists, nutritionists, physiotherapists, physical trainers, and in-game coaches
"Professional level gamers have access to coaches, managers, psychologists, nutritionists, and physical therapists as a part of our training.”
Interviewee, B-League Pro Gamer
June 16-22, 2018
SPRINT 3
Methods: Interviews, secondary research, historical analysis, HMW questions, crazy eights, dot-voting, prototyping, A/B testing, scenarios
Prototypes
Subscription Plan
Shared Subscription Plan
Business to Business Subscription Plan
Prototype: https://7znzfb.axshare.com/
Insights
Subscription models have not been successful in the past, unless limited to a specific console (ex. XBOX game pass)
By nature, games are consumed differently than other forms of media (music, movies, books, etc.), and therefore both shared and personal subscription plan models would not work well in this industry
Gamers do a great deal of research through Twitch and YouTube before buying a game, minimizing dissonance
If this idea were to be implemented, the system would have to give players access to their existing game libraries - particularly Steam
June 23-29, 2018
SPRINT 4
Methods: Interviews, secondary research, historical analysis, cross-cultural comparison, HMW questions, crazy eights, dot-voting, prototyping, A/B testing, scenarios
Prototypes
Mental Health Application
University Infrastructure
eSports Innovation Lab
Gaming Centre
5G Hub
Insights
Gamifying the therapeutic experience is an area of interest
Switching between apps within apps is frustrating - users were disinterested in an all-inclusive application
Spaces around development in an up-and-coming industry is exciting for students
There is a lack of awareness around how 5G will truly change hardware and gaming
A space like this would make university communities think that a company cares about the industry more than profits
SPRINT 5
July 6-20, 2018
Methods: Interviews, secondary research, historical analysis, cross-cultural comparison, long-range forecast, clustering, starting solo, crazy eights, dot-voting, personas, user journey mapping, prototyping, A/B testing, scenario testing
Lo-Fi Prototype - Hyper Targeted Beacon Rewards
Three key aspects drawn from past sprints:
Tribalism
Network Mobility
Multi-Platform
Two prototypes:
Verizon customer application
Store/Corporate application
Insights - Verizon Customer
Gamers were thrilled about being the target market for a rewards program such as this
Suggestion for reward tracking and bonus rewards for redeeming multiple days in a row, or for achieving multiple objectives
Some concern on the number of notifications one user would receive
Why physical beacons?
Insights - Store/Corporate
Integration with store POS was a concern
It would make more sense for the business application to be optimized for a computer or tablet, over a mobile phone
Users should be able to view past promotions as well to see analytics
Mid-Fi Prototype - Gaming On-the-Go Rewards
Three key aspects drawn from past sprints:
Tribalism
Network Mobility
Multi-Platform
Reward tiers, reward tracking, and custom rewards
Micro-gaming experiences
Seamless app-in-app experiences
Insights
Positively received for avid gamers
Testers believed the market for children would be huge
If users had a few minutes to spare, would absolutely log in to play some exclusive content for a reward
Concern about app-in-app gaming and the regulations around Google/Apple stores
Seamless integration between applications is important
Issue raised about having Verizon exclusive content - could alienate non-Verizon gamers and create conflict within the community