Generalist in General
OMG Tangram
I love tangram and OMG Tangram is my love letter to it.

It was a finalist in Microsoft's App Star 2013. It was featured on the Korean Cable TV show HungryApp.

It is consistently the highest rated tangram during it's tenure on any app store.
Unity
Photoshop
Illustrator
VS Code
Google Analytics
Google Ads
Context
I had an entrepreneurial itch and I was dying to scratch it. I also knew - when it came to business - I knew nothing.

I decided to begin two synergistic projects - I would obtain an MBA and start an independent game studio.
My Role
My role was learning followed by execution. I did everything for this project.

I cut my teeth on user testing, digital art, analytics, agile development, marketing, design patterns and refreshed myself on a wee bit of calculus sprinkled with linear algebra.
ADD PICTURE OF USER STORY AND ITERATIONS FROM NOTEBOOK?
Establishing Process
Agile
I started this project by establishing an Agile process that would carry me from the beginning to the end. I created an iterative process with 2-week Sprints.

To begin, I wrote a story about the experience a user would have with my product at the end of the Sprint. I broke this down into requirements.

At the end of every cycle - I did a post-mortem. I asked myself, 'Are the requirements fulfilled? Did I succeed? Why or why not?'. I reviewed the twelve agile tenets and asked myself, 'Am I being Agile? How can I be more Agile?'.

I decided on any alterations. Then I wrote the next Sprint's story.
Passing Go
Market Research
I was not short on game ideas. Never have been! I'd been participating in game developer communities for many years and had seen firsthand that a great game idea, even great execution, was seldom successful. In fact, the one success story I had seen firsthand had done neither of those things. What they had done - was find an underserved market.

I decided to do the same.
CREATE TANGRAM SHARK ART WITH RED BACKGROUND
Finding Blue in a Red Ocean
High Downloads
I was not creating a market. I was going to enter one and fight for any new customers.
Low Quality
I was a solo developer. I needed competition I could confidently crush technically and artistically.
Actual Revenue
I had an interest in revenue. My end goal was not just one app - but a string of them.

“Spoiler: I was wrong.”

Naivete Scene
Opportunity Hypothesis
My hypothesis : Quality would carry me up the App Store rankings to capture the market.

Spoiler : I was wrong.
The search for inspirado
Market research
I scoured the Android and Apple app stores looking for inspiration. I played a gazillion mobile games. But I came up empty. Inspirado wouldn't find me until a sometimes freelance client reached out about a new project - could I make a Tangram game for Kinect in two weeks?

So I researched. The project did not go forward but I had found a project that fit my criteria.

The top versions on the respective marketplaces had over 1 million downloads. I found a blog post from the Apple version where the developer said he had quit his job and was overwhelmed by his apps success.

Even better - they were not the same app! This indicated a low technical capacity. I knew I could surpass their usability and art direction. I knew I could have a bigger audience. I dived deep on Tangram - and I came to understand - Tangram is forever.
a viral first
Product Research
Tangram went global by boat and baggage train in the 1800s. It seems to have originated in China and spread quickly from there. By , Tangram was a global phenomenon. Tangram books were published in every language in every country.

The great 19th century French artist, was so enamored he created his own book! His beautifully rendered book became my muse.

Maybe you recognize the pieces. Perhaps with a smile. It is hard to not feel wonder when these 7 simple shapes form nearly any object.
Tangrams are forever. The player unlocks art by completing the puzzle.
Core Game Loop
something from hooked
My game design was simple - each completed puzzle unlocks a new object in an unfolding scene. This provided an immediate reward towards a long term one. New levels unlocked at intervals different than level completion. Later, I would add new puzzle pieces as yet another staggered unlockable.
Each unlocked reward becomes part of a scene.
Who even plays tangram anyways?
Store Reviews and Rankings
I learned users ranged from children to adults. Often adults were parents seeking games for their children. Men and women were well represented.

Tangram was popular in the US but more popular internationally.
Primary Research
I asked people about Tangram. Americans rarely recognized the name but usually recognized the puzzle pieces. Non-Americans frequently knew the name.
Industry Statistics
Like a good MBA student, I consulted industry statistics. Statistics seconded my in-person investigations - women and children were my primary audience but men were not insignificant.
Early Mistakes
20/20 Hindsight
I had built User Personas but I never built Buyer Personas. This locked my mindset into an ad-driven revenue. In retrospect, this is was my greatest failure on the project.

I relied on qualitative results for my Primary Research. Quantitative tracking would have prevented problems down the road. Looking back, my design reflects the problems I would have with my first time user funnel but in the moment - I thought everything was peachy.
Begin as you intend to continue
Cross Platform development
My first MVP ran on desktop using the mouse. I quickly moved to validate on device. I obtained the worst Windows Phone possible. For development I have a worst device policy. Using the best device obscures performance issues.

On device invalidated two aspects of my desktop development.

The UI suffered because it did not compensate for vision being blocked by the finger.

The algorithm I used to determine puzzle completion used pixel counting. This was non-performant on device. I had to develop a method of determining overlap of triangles using integrals.
Alpha Testing
Pre-Release
I alpha tested my game with over a hundred in-person users. I was working on my MBA, volunteering at a home school co-op, and frequenting coffee shops. This gave me access to users of all ages, backgrounds, and technology familiarity.

I documented a near 100% completion rate for pre-K and retirees.
Mistakes were made
Leading the User
For in-person testing, one must practice their poker face. I learned this later.

During alpha testing, I created outside interaction loops with my body language. These outside interaction loops led the user and made me blind to issues I would face later.
Artificial Constraints
MVP
I like to enter contests. They provide an educated, objective viewpoint that is difficult to surface in face-to-face interactions. I decided to enter Microsoft's Next App Star contest.

To make it to the deadline I had to choose a subset of features to implement. I created a tutorial and two levels : one fish themed, the other Egypt themed.

As a top 16 finalist, my entry netted me award money and other prizes. It was also a huge marketing boost. That I was completely unprepared for.
A kick in the teeth
Analytics
The first version of OMG tracked one custom analytic - puzzle completions.
Mistakes were made
Learning through failure
I chose the wrong technology. I bet on the wrong horse. With all the data in front of me - and a goal of cross-platform domination - I had picked
The One Metric That Mattered
Analytics
First time user funnel completion was the one metric I cared about. Losing players early is a lose-lose. They don't even know if they like the game yet!

I wanted players to experience the game before they decided to quit.
Start Screen
Tap to begin.
Move a tangram
Drag a puzzle piece.
Turn a tangram
Rotate and drag a puzzle piece.
Flip a tangram
Invert, rotate, and drag a puzzle piece.
Solve a Puzzle
Manipulate seven puzzle pieces.
Iterative Improvement
I found problems, theorized solutions and slowly improved the FTUE funnel. The initial steps that didn't work focused on telling. The new high completion steps focus on tell.

Show - don't tell. Show and tell if you must but as the following story demonstrates - don't count on it to help.
I liked a lot about this screen. Playtests revealed the tree elements could be distracting. Users would attempt to interact with the trees then want to go back. Analytics reported a higher failure rate than I thought possible.
This simpler screen never fails. It holds to a new design paradigm - all tangrams for all art. I'd love to remove all text if I did it again.
Told.
Shown.
Complex telling! Complexity is the enemy.
Simplified showing. Teach one new thing.
Flipping had trouble in person playtesting. This abomination seemed to help. My presence inspired them to try harder to avoid the social shame of failure.

Analytics revealed a huge problem.
Better performance. But it reeks. That is a design smell. Why did this step, and this step only, STILL need text?

The slower animation certainly helped and putting more polish into it would have been low cost.
There was a flippin' problem
The first time user funnel was looking nearly perfect. Better than perfect. Perfect was a 95% pass rate - 5% error is acceptable. 100% in a day was not uncommon for most funnel steps.

But I still had a flipping problem. A literal flippin' problem. Double tap as a gesture was a disaster - the beta FTUE success rate had been below 50%. The most recent version could dip down to the 70s.

Iteration had not fixed it - it had slowed the leak but the leak was still there. Losing 30% of users was a hemmorhage.
Show mockups of flips that didn't work
Show what competition used.

Show translation problem.

Show slower animation. (didn't try)

Add extra piece. Reduces elegance.
Death of a Dream
Invalidating Hypotheses
I had hypothesized that quality would lead me to the top of the charts. While I had steadily climbed, my growth had stagnated. Even then - my belief had not.

Then one day, suddenly, worldwide, there was a new number one tangram app. Within a week it had garnered 1000 unanimous 5-star reviews. This is not actually possible. This was paid for by a marketing firm. Over time, it's real rating would reveal itself, but it's market position remains secure.

I had to face it - my hypothesis was incorrect. To achieve my goal in a mature marketplace - I needed mature marketing. A level of marketing beyond my skill and means. It was time to stop.