Bluprint Video Experience
A company repositioning to a subscription service required the product and UX teams to rethink key product features. The initial subscription launch featured an edited version of our previous video player which was created to support a one time purchase TVOD model. As Bluprint acquired subscription members, the Product and UX teams used this new data to determine what key changes should be made to the VPE in order to support the new user needs.
AREAS OF FOCUS
Bluprint is a mix of online learning and entertainment content for a crafting audience. In order to learn more about what users looked for in a subscription video service I audited companies such as Skillshare, Coursera, Netflix, Hulu and Amazon. I found the following features to be highly relevant to our use case and elements we should consider adding to the platform:
- Quick access to learning materials
- Ability to ask questions
- Searchable transcripts
- Clear path to next video
- Multi device support
- Optimized full screen viewing
- Better in video support for related content/multi-tasking
- Improved landing experience, to give users more context before playing video
- A flexible video player that adapts to a users watch preference
Shift to a subscription model
In addition to the change in our user base, moving to a subscription service meant that our video player had to serve as a retention tool. In our TVOD experience classes were a one time purchase that users had lifetime access to. Now the video player had to convey a breadth of content that users could engage with, so they stayed on the site and subscribed. After reviewing watch data, comment interaction, material downloads, and conducting multiple user testing sessions these are the core problems/customers needs we wanted to solve with the new design.
Wireframes and User interaction flows
Working throuh the primary usecases, I created a wireframe and interaction diagram to demonstrate functionality to the developers. From there I was able to more realistically design the animations and transition in the high fidelity prototype.
Throught the project, I conducted many whitboarding session and put up our final direction on the white wall while we built the player. These also produced to a lot of future ideas that could lead us to the best version of an online classrom for our users.
Throughout the process of wireframing and prototyping, it became obvious that the player would have to adopt improved functionality to compete with next generation video players and learning platforms. As the prototype suggests, there are a lot of secondary actions that support the learn/make business model. This includes supporting instructions and project pattens. These interactions can be evoked at certain points in the video to enhance learning opportunites or supply required shopping items.