Reinventing Habbo

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    Reinventing Habbo

    How a social play service is

    renewed and improvedOsma Ahvenlampi

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    2Osma Ahvenlampi - ION 2008 - Reinventing Habbo

    Copyright Sulake Corporation 2008

    Osma Ahvenlampi

    CTO, Sulake Corporation

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    Copyright Sulake Corporation 2008

    Sulake

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    Copyright Sulake Corporation 2008

    Process improvement

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    Copyright Sulake Corporation 2008

    Measurement

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    Copyright Sulake Corporation 2008

    No tech here (this time)

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    Osma Ahvenlampi - ION 2008 - Reinventing Habbo

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    Copyright Sulake Corporation 2008

    Habbo is..

    Social, free-form play

    Meet and make friendsVirtual world

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    Social Play

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    Copyright Sulake Corporation 2008

    Habbo Countries

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    Copyright Sulake Corporation 2008

    20082007

    Habbo in April 2008

    2000 2002 2003 2004 2005 20062001

    97 million registered Habbo-characters! Source: Sulake Statistics

    Please check www.sulake.com for

    up-to-date stats

    http://www.sulake.com/
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    Company Fact Sheet

    97MM registered Habbos (Apr 2008)

    10MM monthly unique visitors worldwide across all Sulake properties (Dec2007)

    2.7BN monthly page impressions across all Sulake properties

    Key Metrics

    Habbo (casual virtual world for teens)

    Sulake Solutions (virtual worlds for third parties)

    IRC-Galleria (social networking site acquired April 2007)

    Business Units

    Year Founded 2000

    Offices Headquartered in Helsinki, Finland

    15 country offices globally

    Employees 275 full-time equivalents, 190+ full- and part-time moderators

    Investors Taivas Group, Elisa Oyj, 3i Group, Balderton Capital, Movida Group (SoftBank)

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    Copyright Sulake Corporation 2008

    Free to play, pay for stuff

    plus advertising

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    Copyright Sulake Corporation 2008

    8 years since launch

    Isn't that kind of old?

    For a computer product, yes

    For a social experience, NO

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    Copyright Sulake Corporation 2008

    Agility

    History

    Business

    Learnings

    Design

    Development

    Scrum

    Reaction time

    MethodsMeasuring

    Content

    Web

    Opportunities

    Plans

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    A brief history

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    Mobiles Disco - October 1999

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    Text messages for powerups

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    User-defined play

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    In the beginning...

    Ad-hoc development Topline measurements only

    Total registrations

    Peak concurrent users

    Processes oriented for launch and operations

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    Habbo Countries

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    Development waterfall

    Plan, Design, Implement, Test Oops, broken

    Fix, Test, Fix again

    Start all over again

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    Isn't there a better way?

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    Developing on the web

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    Web is an idealdelivery platform

    It's everywhere

    Zero install, instant access

    Heavy lifting on server ironwhere you can easily tell what's going on

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    Not just for the browser

    It's the model that matters Minimized friction for access

    Updates are free

    you're delivering bits anyway,

    might as well make them new Nothing to ship

    Why would this be for casual games only?

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    And what's casual, anyway?

    Demographic

    56% Boys 44% Girls

    65% are 13-16 years old

    90% go to school / study

    Usage peaks after schooland on weekends

    63% go toHabbo every day

    70% heard about

    Habbo from a friend

    come to Habbo forsocializing with friends

    55% spend on average15 hours per month

    Habbo Usage

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    Web has its demands

    Networks change

    PCs are not a platform you can control

    Dependance on a multitude of third party pieces

    Hardware, OS, browser, ISP, network weather, regulators

    Can not expect to be able to execute on a rigidlong term plan due to changing conditions

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    Find a better way

    Incremental

    IterativeScrum

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    A team at a time

    Six months later, whole company

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    Monthly development milestones

    then..

    bi-weekly milestones,monthly rollouts to all markets

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    Productivity can outstripplanning capabilities

    Prioritization issuesNew features vs focused experience

    Understanding users' desires

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    Research

    Online surveysBrand research

    Live measurement

    InterviewsVideotaped playtesting

    Two-week followup

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    Change the approach

    Focus on the unique stuffIdentity play

    Free-form playMulti-player fun

    Strip away ancillaries

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    Benchmark with A/B tests

    now how would you do this one offline?

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    Live measurement

    Segmenting, splitting to components Averages lead astray

    Find the leverage points, make them KPIs

    Eg; what's the point of most impact in your

    conversion funnel

    Predictive, rapid reaction metrics

    Hours or days anything slower is near useless

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    Launched in November 2007

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    http://www.habbo.com

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    Big changes still to come5 more updates this year alone

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    Measure everything

    Conversion rate up 50%

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    We churn out patcheshow is that bad?

    We test more alternatives this way

    Aim to churn them out and measure even faster

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    Minimum cycle time=

    Maximum productivity

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    Long term plans

    slow you downDistraction to short-term focus

    Cause you to miss rapid evolutionMental lock to choices made without all the data

    EXCEPT

    If your success is based on others,eg platform providers

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    Roadmaps are traps for

    mismatched expectations

    37signals: Signal vs Noise (paraphrased)http://www.37signals.com/svn/posts/694-you-dont-need-a-product-road-map

    http://www.37signals.com/svn/posts/694-you-dont-need-a-product-road-maphttp://www.37signals.com/svn/posts/694-you-dont-need-a-product-road-map
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    Still, have to have some plans

    Next couple of iterations work for us

    Just bulletpoints and mock-up images

    Expect it to change significantly

    Details and commitment just-in-time

    Work on just a few items at a time

    Release as soon as possible

    k

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    Make sure we canmeasure the effect

    Collect data pre-change

    Analyze, describe to teamPost-release surveys every month

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    Collaboration across company

    Marketing cycle same as development Community cycle faster

    Same key measures for all work

    Weekly re-assesment of performance

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    About those surveys...

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    Wrap-up

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    Plan that way, too

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    Feedback mechanisms all over

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    Measure the right things

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    Put resources to understandingthe data gathered

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    Thank You!

    [email protected]

    www.sulake.com

    www.habbo.com