Stichting Nederlandse Publieke
Omroep (NPO Zapp)

Stichting Nederlandse Publieke
Omroep (NPO Zapp)

Stichting Nederlandse Publieke Omroep (NPO) is an organization that, together with 13 broadcasting companies, is responsible for providing a significant portion of the media content in the Netherlands. Within this collaboration, the NPO handles coordination, while the broadcasters are in charge of producing the programs. The NPO manages a total of 19 networks, channels, and thematic stations, including Zapp. This is the network and channel where this graduation project was conducted.

Stichting Nederlandse Publieke Omroep (NPO) is an organization that, together with 13 broadcasting companies, is responsible for providing a significant portion of the media content in the Netherlands. Within this collaboration, the NPO handles coordination, while the broadcasters are in charge of producing the programs. The NPO manages a total of 19 networks, channels, and thematic stations, including Zapp. This is the network and channel where this graduation project was conducted.

Primary Role(s)

UX Research

UX Research

UX Design

UX Design

UI Design

UI Design

Duration

6 months

6 months

Client

NPO Zapp

NPO Zapp

Tools

Figma & FigJam

Figma & FigJam

Photo by Olena Bohovyk on Unsplash

The Question

The Question

How can we integrate casual games into the NPO Zapp app that align with the interests and needs of children aged 9 to 12?

How can we integrate casual games into the NPO Zapp app that align with the interests and needs of children aged 9 to 12?

The key insights

The target audience often just says games are "fun" without specifying why. This suggests that as long as the games align with their key play needs and interests, the specific content matters less.

The target audience often just says games are "fun" without specifying why. This suggests that as long as the games align with their key play needs and interests, the specific content matters less.

‘Play needs’ relate to the fun elements in games, such as challenge, adventure, and story.

‘Play needs’ relate to the fun elements in games, such as challenge, adventure, and story.

‘Play needs’ relate to the fun elements in games, such as challenge, adventure, and story.

The initial user research revealed that short and simple games are the most popular and prevalent among the target audience. This means that the games should be short and simple, with a focus on easy controls and brief play sessions.

The initial user research revealed that short and simple games are the most popular and prevalent among the target audience. This means that the games should be short and simple, with a focus on easy controls and brief play sessions.

More than 90% of the children surveyed expressed a desire to reach higher levels, aiming to improve and stay motivated to keep playing. They also want games that look visually appealing and are action-packed. By ensuring the games tap into these three interests, they are more likely to be positively received by the target audience.

More than 90% of the children surveyed expressed a desire to reach higher levels, aiming to improve and stay motivated to keep playing. They also want games that look visually appealing and are action-packed. By ensuring the games tap into these three interests, they are more likely to be positively received by the target audience.

Based on research with 23 children aged 9 to 12, using a custom card-sorting technique to design their own game.

Based on research with 23 children aged 9 to 12, using a custom card-sorting technique to design their own game.

The process

I began by gaining a deeper understanding of the context and conducting comprehensive research on games to determine their value and identify key insights. I analyzed how games related to the target audience and explored various development possibilities, focusing on understanding game interests and evaluating the outcomes of my research.

Next, I moved into the concept development phase. I generated initial concepts and refined them, assessing their value as the project scope evolved. I then created and expanded upon new concepts, ensuring they met essential criteria and provided meaningful solutions.

The final phase involved design and prototyping. I worked towards developing a prototype, iterated on design guidelines, and ultimately worked towards a final product. Throughout this process, I relied on a structured approach that included exploratory and desk research, theme analysis, and multiple rounds of user research. I facilitated idea generation through brainstorming sessions and insight cards, leading to concept testing, defining features, sketching, and iterative refinement until the final product was achieved.

The process

I began by gaining a deeper understanding of the context and conducting comprehensive research on games to determine their value and identify key insights. I analyzed how games related to the target audience and explored various development possibilities, focusing on understanding game interests and evaluating the outcomes of my research.

Next, I moved into the concept development phase. I generated initial concepts and refined them, assessing their value as the project scope evolved. I then created and expanded upon new concepts, ensuring they met essential criteria and provided meaningful solutions.

The final phase involved design and prototyping. I worked towards developing a prototype, iterated on design guidelines, and ultimately worked towards a final product. Throughout this process, I relied on a structured approach that included exploratory and desk research, theme analysis, and multiple rounds of user research. I facilitated idea generation through brainstorming sessions and insight cards, leading to concept testing, defining features, sketching, and iterative refinement until the final product was achieved.

The process

I began by gaining a deeper understanding of the context and conducting comprehensive research on games to determine their value and identify key insights. I analyzed how games related to the target audience and explored various development possibilities, focusing on understanding game interests and evaluating the outcomes of my research.

Next, I moved into the concept development phase. I generated initial concepts and refined them, assessing their value as the project scope evolved. I then created and expanded upon new concepts, ensuring they met essential criteria and provided meaningful solutions.

The final phase involved design and prototyping. I worked towards developing a prototype, iterated on design guidelines, and ultimately worked towards a final product. Throughout this process, I relied on a structured approach that included exploratory and desk research, theme analysis, and multiple rounds of user research. I facilitated idea generation through brainstorming sessions and insight cards, leading to concept testing, defining features, sketching, and iterative refinement until the final product was achieved.

Research has shown that play needs (the reasons why you play a game) are a crucial component in game design. As preparatory work for user research, I determined how these play needs are reflected in games, noting that each game is based on a different need.
A first visualization of the concept to clearly convey to stakeholders what the concept is about, given that it includes many elements, each of which holds significant value.

The Solution

The ZappClash Battle is a nationwide competition between schools, where they compete to achieve the highest average score in a selection of hyper-casual games.

The Solution

The ZappClash Battle is a nationwide competition between schools, where they compete to achieve the highest average score in a selection of hyper-casual games.

The Solution

The ZappClash Battle is a nationwide competition between schools, where they compete to achieve the highest average score in a selection of hyper-casual games.

Want to know how I tackled this project?

I'd be happy to tell you more about it!

Made with love (and a lot of bottles of water) © 2024 Bas van Schagen

Want to know how I tackled this project?

I'd be happy to tell you more about it!

Made with love (and a lot of bottles of water) © 2024 Bas van Schagen

Want to know how I tackled this project?

I'd be happy to tell you more about it!

Made with love (and a lot of bottles of water) © 2024 Bas van Schagen

✺ MADE WITH LOVE ✺ BY BAS