In this game, we question why the UXCG questions are labelled with the labels they have. Often, the same question can be related to different product stages. Discussing each question’s connection to its stage label allows the student to obtain an even more modular mindset. This exercise trains the skill of understanding upfront to what stage the question that is being discussed in the team belongs to.
For example, question #26, "How to make bonuses and promotions more attractive to users?" will have totally different answers depending on the product stage. For the Development stage, the answers to this question are hypotheses. Some of them could be right, some of them could be wrong. Therefore, it is safe to create as many theories as possible and validate those after the product release.
The same question with the focus on the product packaging and wrapping of the released product (Pre-SignUp stage) will have answers similar to the Development stage. However, we will be less flexible since there will be less theories available for safe validation, without damaging our reputation and relations with our users.
As for the Post-SignUp stage, the assumption goes that we think about creating promos and bonuses within the scope of already existing reward mechanisms. In this case, we'll have to consider much more factors since the cost of our decisions will be the highest. The answers will also depend on the internal "economics" of the product and many other things mentioned in the answers to that question in the UXCG.
Basically, any UXCG question that has more than one label could be discussed with the student.
Multi-label UXCG questions are: 6, 10, 14, 20, 21, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 34, 35, 36, 39, 40, 42, 43, 44, 47, 52, 55, 56, 57, 58, 59, 60, 62.
In this game, we try to understand the importance of the Development stage and the most commonly occurring issues of it.
There are 23 UXCG questions in this category. The game begins with discussing each of the questions in the Development category of the UXCG.
We don't need to read the answers. All we want to do is to make students think of how such questions arise. The students should come up with their own reasons and answers. We can ask each student to come up with at least three answers to each question (more = better). We don't want to simulate a complex situation with many variables. We want to limit the answers to 3-4 sentences per each. This game allows creating many new connections in the student's brain so that they could see the versatility of each question and become more prepared when the development stage begins.
The Development-related questions are: 23, 24, 25, 26, 27, 29, 31, 32, 35, 36, 38, 39, 40, 42, 44, 47, 52, 55, 56, 57, 58, 59, 62.
In this game, we try to understand the importance of the Pre-SignUp stage and the most commonly occurring issues of it.
There are 23 UXCG questions in this category. The game begins with discussing each of the questions in the Pre-SignUp category of the UXCG.
We don't need to read the answers. All we want to do is to make students think of how such questions arise. The students should come up with their own reasons and answers. We can ask each student to come up with at least three answers to each question (more = better). We don't want to simulate a complex situation with many variables. We want to limit the answers to 3-4 sentences per each. This game allows creating many new connections in the student's brain so that they could see the versatility of each question and become more prepared when the product is released and the focus comes to product packaging.
The Pre-SignUp-related questions are: 1, 4, 6, 10, 12, 14, 16, 19, 20, 21, 23, 24, 26, 28, 29, 31, 32, 34, 44, 56, 57, 58, 60.
In this game, we try to understand the importance of the Post-SignUp stage and the most commonly occurring issues of it.
There are 45 UXCG questions in this category. The game begins with discussing each of the questions in the Post-SignUp category of the UXCG.
We don't need to read the answers. All we want to do is to make students think of how such questions arise. The students should come up with their own reasons and answers. We can ask each student to come up with at least three answers to each question (more = better). We don't want to simulate a complex situation with many variables. We want to limit the answers to 3-4 sentences per each. This game allows creating many new connections in the student's brain so that they could see the versatility of each question and become more prepared when it comes to maintaining the existing userbase.
The Post-SignUp-related questions are: 2, 3, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 17, 18, 20, 21, 22, 24, 25, 26, 29, 32, 33, 34, 35, 36, 37, 39, 40, 42, 44, 46, 47, 48, 49, 51, 52, 53, 54, 55, 56, 57, 58, 60, 63.
In this game, we try to understand the importance of Analytics, and the most commonly occurring issues while working with it.
There are six UXCG questions in this category. The game begins with discussing each of the questions in the Analytics category of the UXCG.
We don't need to read the answers. All we want to do is to make students think of how such questions arise. The students should come up with their own reasons and answers. We can ask each student to come up with at least three answers to each question (more = better). We don't want to simulate a complex situation with many variables. We want to limit the answers to 3-4 sentences per each. This game allows creating many new connections in the student's brain so that they could see the versatility of each question and become more prepared when it comes to product data analysis.
The Analytics-related questions are: 27, 28, 30, 43, 59, 62.