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From YouTube: Metapals: Importance of usability in Web3 - Daryl Lim
Description
Metapals COO Daryl Lim will share useful insights the team gathered since embarking on their journey early this year, especially on converting and helping non-crypto users transition into the web3.
A
A
At
least
you
know
how
many
more
sections
I'm
going
to
go
through
before
you're
bored
out
so
I'm
just
going
to
share
a
little
bit
about
my
experience
doing
product
over
the
last
five
over
years,
just
some
context
about
what
we're
doing
at
metapels,
because
a
lot
of
the
examples
that
I'm
going
to
go
through
with
you
is
on
metapels
in
our
product
as
well
as
going
to
some
of
the
developation
points
that
we
have
the
methodologies
that
we've
employed
within
Medicals
for
research
as
well
as
some
of
some
of
the
examples
that
I
can
show
you
for
our
usability
study.
A
So
a
little
bit
about
myself,
I'm,
the
chief
operating
officer
at
metapels
itself,
exited
two
startups
in
a
traditional
SAS
based
companies
and
in
the
past
three
years
before
I
went
into
metapels.
I
was
doing
management,
consulting
and
Innovation.
So
I've
helped
companies.
You
know,
like
Unilever,
gather
insights
from
POS
systems
in
Rural
Indonesia
to
helping
companies
like
Rolls-Royce,
with
implementing
blockchain
platforms,
for
traceability
for
the
engine
parts
and,
of
course,
everything
that
I've
supported
them
is
in
the
area
of
UI
ux
research.
A
So
I
hope
that
by
the
end
of
this
session
you
at
least
get
you
know,
a
brief
idea
on
the.
Why
the
what
and
how
of
usability
study?
It's
not
going
to
be
everything
that
I
have
to
cover
here,
because
I,
don't
think,
there's
enough
time.
You
know
within
30
minutes
to
cover
everything,
but
I'll
try
my
best
so
just
a
little
bit
about
metapal.
So
you
know
who
we
are
about
to
do
or
Medicals
are
basically
desktop
companions
that
eat
sleep
and
play
on
your
browser
screen.
A
A
So
why
do
we
need?
You
know
to
kind
of
validate
and
improve
mental
health,
and
this
is
a
overarching
I
would
say
objective
that
we
have
from
a
usability
standpoint,
because,
firstly,
we
are
A
New
Concept,
we're
a
browser
game,
we're
not
a
web
application
or
your
mobile
application.
It's
an
extension
itself
in
an
assay
game.
A
Not
only
that
we
are
also
targeting
non-crypto
users,
fun
fact:
40
percent
of
our
whitelists
or
waitlist
as
we
call
it
are
females
which
is
not
a
known
or
it's
a
common
demographic
compared
to
all
the
other
gaming
companies
itself.
A
So
why
would
any
one
of
you
creating
products
out
there
but
want
to
do
a
usability
study,
but
that's
fairly
simple
right,
so
I
think
the
more
point
is
that
it
actually
helps
you
uncover,
understand
and
identify
potential
users
So
within
metapels.
We've
identified
I
think
over
multiple
interviews:
we've
done
over
150
to
200
one-on-one
interviews
and
across
I
think
10
surveys,
cumulatively
10
000
responses,
and
it
helps
you
basically
segment
and
you
know
segregate
the
personas
that
you
have
and
truly
understand.
A
Who
are
the
users
that
you
should
you
know
Target
and,
of
course,
because
we're
targeting
web
2
users
that
sell
it
also
allows
us
to
understand
what
are
the
behavior
is
like.
You
have
to
understand
that
if
you're
to
apply
your
product
kind
of
like
a
blanket
way
most
of
the
time,
it
doesn't
really
work
because
it
didn't
work
for
us
and
I'll
share.
A
Some
of
the
case
study
later
on
now,
when
we're
talking
about
you
know,
uncovering
new
behavioral
insights
is
that
when
you
are
in
a
process
of
developing
a
new
product,
what
you
realize
over
time
or
is
that
the
intended
outcome
or
the
assumptions
you
have
may
not.
You
know,
hold
true
because
people
from
different
parts
of
the
world,
or
even
you
know
with
different
contexts,
understanding
of
what
you
do.
A
It's
actually,
you
know
very
different.
You
know,
there's
even
you
know
cultural
differences
when
it
comes
to
product,
especially
for
us,
because
we're
targeting
the
Southeast
Asian
market
in
particular.
Since
you
know
it's
actually
quite
a
idea
market
for
gaming
and
of
course
it
allows
you
to
uncover
the
problems
with
your
product
via
particular
feature,
be
it
a
simple
buttoned
or
a
simple
color
scheme
that
basically
tells
you
that
hey.
A
This
is
not
what
users
are
kind
of
going
through
right
at
the
same
time,
because
a
lot
of
what
we
found
is
that
internally,
even
for
QA
itself,
there
are
certain
oversights
that
you
will
not
be
able
to
get
unless
you're
getting
an
actual
user
doing
in
front
of
you
and
we
find
it
in
a
more
effective.
So
we're
actually
doing
a
lot
of
crowdsourcing
as
a
methodology,
but
I'll
share
more
about
you
know
our
methodology
later
on.
A
So
in
general,
it's
just
a
very
simple
five-step
process
when
it
comes
to
usability
study,
I'll
go
through
one
of
them
thoroughly,
because
it's
actually
quite
in-depth.
If
you
want
it
to
be
so,
you
know
in
the
planning
process
which
I'll
share
later
on.
It's
basically,
you
know
things
like
setting
expectations
document
preparations.
A
You
know,
structuring
you
know
who
to
what
and
why
and
of
course
you
know
the
timeline
as
well
to
the
method,
to
the
method
in
terms
of
acquiring
your
data,
I'm,
not
sure
if
you
guys
have
seen
as
a
piece
of
paper
lying
around
by
the
protocol
Labs
research
team.
So
that's
one
of
the
way
of
acquiring
users
for
research
studies
when
it
comes
to
surveys,
but
there's
a
lot
right.
A
There's
either
going
through
polls,
surveys,
user
interviews,
they
could
be
both
external
internal
external
in
the
sense
that
you're
actually
recruiting
users
through
user
recruitment
platforms
or
market
research
platforms
and
Tron
is
basically
your
own
users
and
you
basically
acquire
them
to
either
newsletters
or
your
community
that
you
want
such
as
Discord.
You
know
telegram
whatever
you
know
that
might
be,
and
the
method
of
deploying
your
research
itself
really
depends
on
the
kind
of
feature
that
you're
doing
it
could
be
a
website.
You
can
put
a
web
app,
Feature
A
mobile,
app
Feature.
A
They're
deploying
the
hypothesis
and
assumptions
that
you
are
testing
as
well
I'll
kind
of
share
that
with
you
later
on
in
terms
of
what
we
went
through,
as
you
know,
our
hypothesis
and
assumptions,
because
this
would
give
you
an
idea
in
the
type
of
persona
that
you
want
to
Target
and,
of
course
you
know
the
strength
of
your
your
assumptions
and
so
to
basically
help
you
create
a
feedback
loop
at
the
end
of
the
day,
when
you're
trying
to
formulate
the
next
steps-
and
of
course
you
know
going
about
to
actually
conducting
the
tests
and
then
you
after
that,
you
consolidate
the
results,
you
know
and
insights.
A
Usually
we
try
to
conduct
I
would
say
to
the
three
types
of
methods
of
acquiring
usability
study
data
so
that
we
get
a
holistic
view
of
what
they
are
and
then
formally
the
next
steps
is
basically
or
what
do
you
actually
do?
You
now
know
that
this
is
how
your
users
behave
or
This
Is
How
They
react
to
your
product
itself.
Is
there
anything
you
can
do
about
it,
which
I'll
show
you
one
of
the
examples
later
on.
A
So,
as
I
mentioned,
I'm
kind
of
you
know
diving
deep
into
the
planning
process
of
the
five
stage
itself,
so
in
terms
of
secondary
research,
it
does
help
a
little
not
too
much
because
you
don't
spend
too
much
time
on
primary
research.
It's
actually
quite
labor
intensive,
if
you
guys
have
not
done
it,
because
it
not
only
costs
money
in
the
sense
that
you
have
to
actually
pay
your
users
to
for
their
time
that
they
spent
with
you.
A
A
Of
course
we
look
at
you
know
criticality,
you
know,
that's
basically
mean
that
you
know
how
much
does
this
particular
you
know
feature
or
thing
they're
going
to
test
influence
the
direction
of
the
company
itself,
because
you
want
to
know,
for
example,
if
it's
on
your
website,
I'll
compare
to
or
an
adult
or
it
could
be
a
connect
wallet
button
in
your
application
itself,
I
mean.
A
How
much
is
that
particular
feature
you're
going
to
test
impact
your
product,
because
you
know
that's
going
to
affect
say,
user
acquisition
or
using
retention
in
the
long
run
hypothesis.
In
terms
of
the
questions
that
you're
asking
yourself
same
thing
with
the
assumptions
the
data
to
be
measured,
it
could
be
a
number
of
like
clicks,
it
could
be
hit
Maps,
it
could
be
Point
based
systems
when
you're
doing
a
survey,
so
it
really
depends
on
the
kind
of
data
that
you
want
to
be
measured,
but
at
the
end
of
the
day
it
has
to
be.
A
You
know,
quantifiable
as
well
as
any
any.
You
know
prediction
that
you
can
give
ahead
so
that
at
least
you
know
what
action
we
will
take
and
what
would
the
results
be
and,
of
course,
in
terms
of
failed
condition?
Is
you
know
your
prediction
falsifiable
and
specific
enough
to
test?
And
you
know
what
results
would
actually
convince
us?
You
know
if
our
belief
is
actually
false,
so
the
planning
process
is
just
something
that
you
can
follow,
but
I'm
sure
I'm
sure
that
this
is
not
applicable
to
everyone.
A
This
is
just
what
we
have
to
use
as
a
reference,
so
I'm
going
to
go
about.
You
know
how
metapels
actually
conducted
a
usably
test.
We
will
have
three
examples
to
show
you
later
on.
So
you
know
in
the
beginning,
you
obviously
want
to
you
know,
create
a
problem
that
you're
trying
to
solve
for
a
particular
feature
trying
to
solve.
You
know,
try
to
you,
know
ideate
and
pre-plan
the
kind
of
information
that
we
like
to
collect
for
us.
A
We
actually
did
we
approach
for
the
next
few
examples
we're
going
to
see
as
a
b
testing.
We
also
do
a
behavioral
observation.
That
means
that
you
have
a
facilitator.
Basically,
you
know
on
the
opposite
side
of
the
table
of
screen,
observing
how
the
user
is
basically
going
through
on
the
product
and
they
have
to
do
specific
tasks
to
Com
or
complete
certain
tasks,
and
if
they
fail,
you
know
the
facilitator
basically
make
an
observation
on
that
itself.
A
So
our
hypothesis
and
assumption
so
we
have
about
three
hypothesis
assumptions
for
the
next
few
examples
that
I'm
going
to
show
you
so
obviously
the
first
one
is
that
the
nostalgic
elements,
so
a
lot
of
our
game,
I,
would
say
design,
including
the
content,
we're
using
Tamagotchi
a
lot
as
a
reference
point
to
basically
encourage
them
to
own
virtual
pets
and,
of
course,
a
way
to
remind
users.
A
Of
course,
the
other
hypothesis
that
we
have
is
Also
regarding
the
website,
which
I'll
show
you
later
on,
that
the
this
was
actually
trying
to
test
out
whether
or
not
it's
actually
a
bad
thing
right,
so
that
of
the
left
and
right
movement
of
our
website
actually
decreases
the
bounce
rate,
because
you
know
people
would
like
to
actually
go
through
the
immersive
website.
Experience
that
we
have
and,
of
course
the
assumption
is
that
target
personas.
Actually,
this
dislike
long
sign
up
process.
A
A
A
A
But
it's
not
necessarily
how
people
are
going
to
react.
Let's
say
you're
targeting
the
us
or
Asia
specifically,
and
we
know
this
because
you
know
when
we
actually
did
our
using
interview
studies
itself
in
different
markets.
People
like
to
react
differently
to
the
same
thing
and
of
course,
in
the
you
know
the
latest
stage
say
you're
doing,
post
beta
or
pre-launch,
and
then
once
you
have
like
you
know,
early
users
that
sign
up
or
even
better
tests
or
Alpha
testers
that
have
signed
up
we're
able
to
kind
of
look
at.
A
You
know
a
real
live
data
in
a
sense,
because
the
thing
is
about
going
through
recruitment
platforms,
or
even
you
know
such
as
you
know,
pole,
fish
or
use
interview
is
that
these
are
not
your
real
users,
so
they're
reliable,
but
you
know
they
kind
of
fill
at
a
certain
stage
and
you
need
a
combination
of
multiple
data
to
understand
them
pretty
well.
A
So,
in
terms
of
the
flow
of
information,
this
is
an
example
of
what
we
did
for
the
web
page
usability
test
that
you'll
see
later
on,
as
well
as
our
user
hub
usability
tests.
So
for
this
one
we
basically
did
a
observation
test.
So
basically
we
present
a
scenario
and,
for
example,
you're
browsing
through
social
media.
You
come
across
a
post
with
this
product,
you
decide
to
click
on
the
website,
link
and
now
you're
redirected
to
metapels.pet.
A
So
your
task
is
basically
you
know
to
go
to
Medical's
website
and
go
through
the
website,
as
you
normally
would,
and
voice
out.
Your
thoughts
basically
tell
us
what
you
think
this
product
actually
is
where
it
leads
you
to.
A
So
what
we
came
up
with
is
this:
this
is
the
web
page
usability
tests,
so
our
design
team
obviously
came
up
with
the
UI
on
the
left,
which
you
can
actually
find
on
the
website
right
now,
surprisingly,
when
we
actually
show
it
to
around
60
people
over
80
of
them,
don't
understand
what
this
little
arrow
thing
means,
and
then
we
realized,
you
know
after
you
know,
trying
to
understand.
So
what
do
you
think?
It
actually
means
they
said
it.
A
They
just
don't
right,
but
the
actual
truth
is
that
this
is
basically
a
scrolling
icon,
and
so
we
realized
that
when
we
did
an
A
B
test
after
that,
the
school
to
continue
UI
that
actually
improved
the
time
spent
by
over
80
percent
and,
of
course,
that
also
then,
you
know
inherently,
of
course,
improve
your
user
acquisition,
because
people
then
would
understand
what
we're
trying
to
do,
because
the
entire
website
itself
is
an
immersive
experience.
A
Now,
for
another
test
is
basically
what
we
did
on
Flora.
So
floor
is
one
of
our
site,
product
of
launch
for
metapels,
because
we
wanted
to
test
productivity
tools
rather
than
only
entertainment,
which
is
games
and
so
for
Flora
itself.
We're
able
to
launch
it
pretty
fast,
because
it's
basically
I'm
not
sure
if
you
use
this
product
called
focus.
It
uses
the
Pomodoro
Technique,
where
you
focus
on
a
task,
spend
25
minutes
or
five
minutes
whatever
that
might
be.
A
And
then
you
know,
if
you
kind
of
focus
throughout
the
entire
task
itself
and
the
plant
actually
grows
and
it's
a
browser
extension
so
feel
free
to
download
in
the
Chrome
extension
store.
But
for
this
usability
study
itself
we
actually
have
actual
users
kind
of
share
feedback.
What
we
did
is
that
during
the
beta
stage,
we
provided
them
with
a
lot
of
a
list
of
questions
that
look
at.
These
are
the
things
that
you
can
do
or
we
want
to
be
tested.
A
Please
go
through
them
and
you
know
you
come
across
anything
based
on
this
list
of
tasks.
Please
submit
it
through
email
and,
of
course,
you
know
it
Consolidated
into
what
you
see
right
here
and
that
allows
us
to
kind
of
understand
a
lot
of
problems
early
on,
because
you
know
we
obviously
didn't
want
to
spend
a
lot
of
resources
on
this.
So
these
type
of
usability
tests
can
help.
You
save
you
know,
resources
when
you're
diverting
or
you're
building
multiple
product,
multiple
features.
A
The
next
thing
that
it's
a
little
bit
more
interesting
is
actually
the
user
Hub.
So
this
is
the
metapels
of
main
product
itself,
so
the
user
Hub
essentially
is
from
a
user
perspective.
You
know,
as
you
kind
of
go
through
the
onboarding
process,
you
download
the
Chrome
extension
and
then
you
land
on
the
main
page
itself,
where
you
actually
start
playing
the
game
and,
of
course,
going
to
the
tutorial
that
entire
experience.
We
classify
its
onboarding
experience
of
the
user
hub
and
that's
actually
interesting,
because
you
know
we
did
an
extensive
study.
A
So
this
is
an
example
of
the
initial
I
would
say:
onboarding
process.
We
call
it
the
story
mode
and,
as
you
can
see,
there's
a
lot
of
stages
right
for
any
user
to
go
to.
But
that's
because
we
thought
that
users
would,
you
know
be
willing
to.
You
know,
spend
the
time
to
really
go
through
the
entire
tutorial
itself
and
as
they
go
through
the
tutorial,
they
will
actually
download
the
product
on
Chrome
go
through
the
registration
understanding.
A
You
know
how
the
wallets
actually
work,
how
the
games
actually
work
and
then
you
know
start
playing
the
game
itself.
However,
the
research
team,
you
know,
did
a
study
and
basically
this
is
the
end
result
of
the
acquisition
mode.
So,
as
you
can
see,
the
steps
has
been
cut
down
significantly,
and
this
has
basically
in
the
beta
stage
itself,
improve
the
onboarding
and
sign
up
process.
At
the
same
time,
there's
a
lot
of
user
feedback
from
a
qualitative
standpoint
that
users
find
is
actually
you
know
more
helpful
to
go
to
the
entire.
A
You
know
sign
up
processors
and
download
process
prior
to
starting
the
tutorial,
rather
than
have
it
embedded
as
part
of
the
onboarding
process,
all
right.
So
this
is
just
an
example
of
how
you
know
with
usability
tests
as
well.
As
you
know,
deep,
diving
down
to
research,
you're
able
to
kind
of
improve
your
onboarding
process
and
again
at
the
end
of
the
day,
is
what
you're
trying
to
improve
is
use
acquisition
and
using
retention
in
the
long
run.
A
So
yeah,
you
know,
that's
just
a
you
know,
really
quick
brief
on
the
usability
test.
I
can
actually
spend
the
whole
day
talking
about
this,
but
only
30
minutes
so
I'm,
just
kind
of
crunching,
all
these
down
together,
so
I
hope
that
you
know
it
actually
gives
you
an
idea.
You
know
as
you're
building
a
product
itself
or
you
know,
as
you
are
kind
of
preparing
for
launch,
and
there
are
some
things
that
you
think
about,
especially
from
years
of
perspective.
A
A
Yeah,
here's
my
LinkedIn
Twitter
and
the
bottom
is
the
telegram.
So
thank
you.