So FB's mission is to give people the necessary tools to build their community and doing so FB increases the engagement, and carries the conversations online as well as creating new conversations spaces.
Therefore it makes sense for FB to focus on the teens because they are the generation who are online 7/24 and they are actually one of the main drivers of money spent in a household.
BUSINESS GOAL: So the business goal of FB here create an engaging social dynamic that keeps teen in FB so to contribute to the general engagement.
USER PROBLEMS: Since I decided to focus on the social needs the teens are experiencing I will try to think about what kind of problems they are experiencing in the social space.
How do teens spend their time?
- Playing computer games
- Spending time with friends offline
- Messaging/talking with friends
- Proving themselves socially, so against their parents
- Focusing on how they look (aka in front of the mirror)
SELECTING A PROBLEM SPACE: Since my business goal is to carry the social dynamics of teens to the online world, I think I will focus on the "spending time with friends offline" and try to integrate this into the Facebook.
CHALLENGE: What do teens do when they get together with their friends? How can I make this experience online?
- Play video games together
- Go shopping
- Watch a movie
- Do their homework
- Watch funny videos
Thinking of the content consumed on Youtube by teens, I think it makes sense to focus on "watch funny videos" experience and try to bring this experience online but imitate it in such a way that they watch it together, or engage in it together.
METRICS: How would I know that this product is creating an impact, and serves the business goal that I decided at first? Before going into the design of the product I want to set my specific goals for this product.
# of videos consumed by teens
level of engagement that per video watched -> discussion within friends
DESIGN INTENTION: I should build this product in such a way that teens feel that the videos are so easy to consume and also the UX should encourage the live interaction as much as possible.
PRODUCT: Video challenge. The person enters the video section. He is seeing a list of videos to watch. If he clicks on a video to watch he sees some of his online friends. A button says "Watch it together". An invite is sent to his friends, and when they start watching it a messaging thread appears immediately with reactions and with the ability to chat. It is also possible to make "Challenges" with among friends and share it afterward.