App Gamification - WhatsApp: Market Research

By creating a survey, I was able to gain a better picture on how others use WhatsApp and what they find important within the app. The results of my survey can be found at: https://www.surveymonkey.com/results/SM-73XF8VK8L/

Eight participants took part in my questionnaire. From these results I gained a lot more knowledge and understanding of others opinions that may slightly differ from my own. I have reported my findings below.

Question 5 asks the user what they think is the most important feature when using WhatsApp. Currently the Chat (37.5%) and the Groups (50%) are the most important features determined by this poll.

Therefore this would lead me to developing/gamifying these areas of the app as these seem to be seen as the most important features.

However in Question 6, the question asks the users what features they use the least. This mainly included: Broadcasts (50%) and WhatsAppWeb (25%) to have the highest percentages. Therefore this means that either the features aren't very important at all and are therefore unnecessary and can be discarded from the app, the users haven't used these features in the correct way meaning that they haven't experienced the features full functionality, or these features are currently too hidden within the app - meaning that the users do not know that they exist.

Furthermore, the Group and Search features are equally unused by users at (12.5%). The fact that groups are used by some participants and not others is interesting and therefore can conclude that not all 100% of participants find the groups feature important. However, this does prove the case that the chat feature is indeed the most important feature as 0% of participants said that the chat feature was a feature that they used the least. This means that everyone who participated in this survey did find the chat feature important. To others this wasn't as important as the groups feature however, you will still use the chat feature in the group chat area of the app. This means that this area is definitely a place to develop further and gamify.

Moreover, features that are present in the chat feature include sending media, text and files. Therefore when asking about using these features within a chat 25% of participants said that they use these features 'a great deal' while 50% of participants said they use these features 'a little'. With 0% of participants saying that they do not use these features at all, I thought this might be another area to develop/gamify.

I asked in question 4, "What files/media do you commonly send over WhatsApp?". 87.5% of participants said that they commonly would send photos from the phone's gallery. This was the highest percentage on this question and therefore gave me inspiration on whether I can gamify these types of features as so many people use them often. There were other high percentages including: Images taken using the WhatsApp camera (37.5%), Messages/Emoji's (37.5%) and Audio (12.5%). All features that I could potentially gamify.

To conclude, this market research was very useful in gaining a rough idea on what features I could  gamify within the app that are already popularly used.

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