Churning users and failing features

Churning users and failing features

Churning users and failing features

Conducted for Sling TV a US based broadcast media channel under the Dish TV network. This project was undertaken while I was the Senior Product Designer at TribalScale, a digital product consultancy based in Toronto. Apart from Sling TV I worked for various other early stage startups during my time there.

SKILLS

User research, cross functional collaboration, stakeholder management

UX PROCESSES

Remote user interviews, affinity diagramming + synthesis, customer journey map, persona creation

SKILLS

User research, cross functional collaboration, stakeholder management

UX PROCESSES

Remote user interviews, affinity diagramming + synthesis, customer journey map, persona creation

Background

Background

At TribalScale, I was onboarded to work with the Product team at Sling TV. They needed an extra resource to conduct a research study on their ‘Sports Subscriber’ persona. Following the success of the first research study, Sling TV appointed me again to investigate why their newly introduced Watch Party feature wasn’t taking off as expected.

Who i collaborated with

Who i collaborated with

On both research studies I worked as the sole researcher with a Co-Op whom I also mentored (s/o to Nick Amirkhani and Joyceline Nathaniel). They supported me on the research activities.

On the Sling TV side, i collaborated with Data Analysts, a UX Manager, Product Design Manager and the Director of Product.

The final deliverable to Sling TV were research findings in the way of decks of which one was presented to their product and design team.

Project 1

Project 1

insight
Sports subscribers on Sling TV contribute to the highest volume of sign-ups but have low brand loyalty, churning fast.

Context

The archetype and customer segment of the sports enthusiast was hard to establish as it sat between other audience segments that Sling TV targeted. Not enough was known about their pains, motivations, aspirations or even their journey using the Sling platform.

Framing and empathizing: research plan

We used a generative research approach that allowed us to disassociate the user from the product and see them, their motivations and aspirations outside of the product life cycle.

Research activities included: secondary research, user interview x 3 cohorts of 5 users each user journey map, persona generation

‘How might we nurture and engage sports enthusiasts on Sling TV thus boosting Customer Lifetime Value.’

Cohort creation

I worked with the data analysts and content marketing team at Sling TV to create user pool criterias in order to recruit the best candidates for an interview. Only those users who passed the screeners were invited.

Cohort 1: Sports Enthusiasts (SE’s) on competitor platforms

To discover how general sports enthusiasts consume sports on other channels

Cohort 2: Current Sling Customers who identify as Sports Enthusiasts

Find similarities in behaviours and expectations between the first two cohorts.

Cohort 3: Past Sports Enthusiast customers who unsubscribed

Better understand why they unsubscribed, what led to it.

Post interview synthesizing

The user interviews helped us flesh out the Sports Enthusias persona who we named 'William Watcher'; and helped us glean from their behaviours, motivations and goals around Sports consumption. Using these Nick and I mapped these out on a user journey map.

Highlights of Journey Mapping:

📺 Sling TV app usability issues

• Users struggle with clunky search and navigation in the grid view UI.

• Difficulty finding specific games due to lack of visual cues like team logos.


😡 User frustrations with streaming quality and content availability

• Users get upset with bad stream quality, especially during high-stakes matches.

• Disappointment when games are not available on Sling after paying for the service.


🍿 Social interaction and distractions after game outcomes

• Users engage in group chats for banter and gameplay discussions.

• Seeking distractions like non-sports content or engaging on Twitter (X).


📱Multi-device usage

• Users will sign in on multiple devices like a laptop and tv to watch a game.

• Checking social media for reactions and engaging in online banter, reconnecting with friends - for a sense of nostalgia.

📺 Sling TV app usability issues

• Users struggle with clunky search and navigation in the grid view UI.

• Difficulty finding specific games due to lack of visual cues like team logos.


😡 User frustrations with streaming quality and content availability

• Users get upset with bad stream quality, especially during high-stakes matches.

• Disappointment when games are not available on Sling after paying for the service.

🍿 Social interaction and distractions after game outcomes

• Users engage in group chats for banter and gameplay discussions.

• Seeking distractions like non-sports content or engaging on Twitter (X).


📱Multi-device usage

• Users will sign in on multiple devices like a laptop and tv to watch a game.

• Checking social media for reactions and engaging in online banter, reconnecting with friends - for a sense of nostalgia.

Final Research Deliverables

The final deliverable of this 2.5 month research study was an insights share out of low-hanging fruit and opportunities that were presented to the entire Sling TV Product & Design team, including the VP. of Product at Sling TV - Jon Lin.

Project 2

insight
Better understand the behaviours of users using the newly introduced but poorly performing Sling watch party feature

Key research goals

Assess the general Watch Party markets' underserved needs and find opportunities for Sling Watch Party (SWP) to bridge that gap. Gain a deeper understanding of the target market of the Watch Party feature on Sling TV.

Research question:

How might we fine tune the watch party feature to achieve product market fit?

Research approach

Understand competitive landscape and user needs and expectations through user interviews with general WP users

Glean from current SWP user experiences through interviews and find UX debt through heuristic evaluation

Research question:

How might we fine tune the watch party feature to achieve product market fit?

Final Research Deliverables

High level take aways from the research study

Were surprised by

From usage metrics, we knew that WP’s were primarily being used by Sports Enthusiast’s (William Watcher’s) but what we didn’t know is the how or motivation. WP’s are used to share their favourite game / sport with those in their inner circle that don’t have access to it. Access is prioritized over bells and whistles.

We were right about

Following COVID 19, viewers invested in home theatre systems and specifically Sling Watch Party Users expect to use Watch Party on a 10 Ft display. Being able to see each other (on webcams) is a nice to have but far less important than the surround sound movie watching experience.

We learned

Perhaps, due to the nascent state of the feature, there is no one way to be in a Watch Party. Users will co-opt a tool like Zoom and use it for the purposes of a WP. We also found that even if people have subscriptions to platforms with WP’s they’ve never actually used the in-built features.

insight

Sports subscribers on Sling TV contribute to the highest volume of sign-ups but have low brand loyalty, churning fast.

Project 2

Better understand the behaviours of users using the newly introduced but poorly performing Sling watch party feature

insight

Key research goals

Assess the general Watch Party markets' underserved needs and find opportunities for Sling Watch Party (SWP) to bridge that gap. Gain a deeper understanding of the target market of the Watch Party feature on Sling TV.

Research question:

How might we fine tune the watch party feature to achieve product market fit?

Research approach

Understand competitive landscape and user needs and expectations through user interviews with general WP users

Glean from current SWP user experiences through interviews and find UX debt through heuristic evaluation

Research question:

How might we fine tune the watch party feature to achieve product market fit?

High level take aways from the research study

We learned

Perhaps, due to the nascent state of the feature, there is no one way to be in a Watch Party. Users will co-opt a tool like Zoom and use it for the purposes of a WP. We also found that even if people have subscriptions to platforms with WP’s they’ve never actually used the in-built features.

We were right about

Following COVID 19, viewers invested in home theatre systems and specifically Sling Watch Party Users expect to use Watch Party on a 10 Ft display. Being able to see each other (on webcams) is a nice to have but far less important than the surround sound movie watching experience.

Were surprised by

From usage metrics, we knew that WP’s were primarily being used by Sports Enthusiast’s (William Watcher’s) but what we didn’t know is the how or motivation. WP’s are used to share their favourite game / sport with those in their inner circle that don’t have access to it. Access is prioritized over bells and whistles

Final Research Deliverables

The final deliverable of this 2.5 month research study was an insights share out of low-hanging fruit and opportunities that were presented to the entire Sling TV Product & Design team, including the VP. of Product at Sling TV - Jon Lin.