The Next Iteration: LifeSpiced


LifeSpiced was our next iteration of the social adventure platform we started with CheatDay Adventures. (Read about that here: First Go Around: CheatDay Adventures.) On a personal side note, it is both encouraging and discouraging to be writing a blog post detailing LifeSpiced in the same place where I was a year ago developing the initial aspects of LifeSpiced: 901Columbus CafĂ© drinking a double zebra mocha… and Facebook check-in/Instagram photo/FourSquare check-in complete… again.

From running CheatDay Adventures we learned that people didn’t care about the ‘cheat day’ concept and that the Four Hour Body community, even in San Francisco, was too small to make the service viable. However, we discovered through meeting so many new transplants that a significant percentage of people new to San Francisco are not living the social life they want. They have interests and hobbies but find it difficult to discover related activities or make new friends. Social clubs are a gamble because of the cost to pertinent event ratio. Meetup.com presents its own set of challenges simply because of the sheer number of groups available for each interest and the disproportionately large number of dead, inactive or poorly run groups. People want a simple service to easily communicate with others that share a hobby or interest and organize activities that they can attend without having to lead a group themselves. And so, LifeSpiced was going to be a social platform where people could list their hobbies and interests and then easily communicate with others to create and join adventures. 

Before continuing, to gain a better grasp of LifeSpiced here is the value proposition feature and benefits copy below.


Profitability

LifeSpiced was essentially a new service that came with its own complications, but some carried over from CheatDay Adventures. Profitability was a problem from day one with CheatDay Adventures. First, there was not a large enough user base to make the system viable and second, we did not know whether it should be a paid membership service, a pay per adventure service, or an advertisement/sponsor based service. LifeSpiced automatically solved the first part of the profitability problem because it was going to handle all categories of interests, not just food activities, creating a much larger potential user base. This presented a new problem however, namely how could the service frictionlessly connect individuals across all interests. Our solution to this was an interest tagging system we developed that I will discuss along with the website design.

The second half of the profitability problem was determining the correct revenue source. I fleshed out three main solutions when transitioning away from CheatDay Adventures.

  1. LifeSpiced could be a subscription based service where everyone in the community paid a flat fee. 
  2. Only registered guides that were approved by us would develop adventures for others and charge a fee per adventure that we would rev-share.
  3. Alternatively, we could allow anyone to create an adventure for an interest, and if it happened to be a paid event simply rev-share that.


Transition from CDA to LifeSpiced
Having an upfront pay barrier, obviously, would require some ingenuity to persuade general users to join and then do the hard work of creating adventures for themselves. The membership cost could potentially be overcome with good pre-launch buzz, a great landing page, and a free trail period of some sort. 

The second and third idea required a whole review and feedback system to ensure that the cost our guides charged was fair, to make sure members paying for adventures were receiving the things and experience they expected, and to reward good guides and weed out the bad ones. Part of this system, an email review questionnaire via SurveyShare, was already developed for gaining feedback from users in CheatDay Adventures. The other hurdle with these two ideas, which was much harder to overcome and more crippling, was that it's quite likely there will be groups of users wanting an adventure centered around a specific interest but no guides or no knowledgeable guides in that interest category to create it. 

Review Questionnaire
After much discussion we decided that solutions two and three required too many features that were not necessary for a successful MVP launch. More importantly, we realized that no matter what we chose there would always be a need for a simple quick system to motivate general users to create adventures and content. After launch and gaining a decent user base, we could switch to having hired guides that would produce higher quality paid adventures. Perhaps even better, the community would continue creating better and better adventures by themselves with a good review/reward system and therefore, attending adventures would always be free and the only cost would be tickets to an existing paid event or to pitch-in for materials for an adventure. Additionally, we wanted to do away with a membership fee to ensure we could grow the community as quickly as possible.

The entire service would be free with the goal of attracting a large enough user base that at some point we could bring in revenue from ads and businesses that would want to sponsor and create adventures. We also had a feeling that simply through the process of developing the product and attracting and interacting with a decent user base new revenue opportunities would arise around white-labeling, premium features or something completely unexpected.

We didn't solve the immediate profitability problem that lingered from CheatDay Adventures, but we did expand the size of our target market and with the low startup and initial operating costs of LifeSpiced, that was good enough for us. At this point we were also getting extremely antsy to grow a community and start using a service the two of us also wanted. If all else failed we could start selling anonymized user behavior data like all other free services, after all, "If you aren't paying for the product, you are the product." Seriously, google that.

Motivation

Designing a system that successfully motivates users to create adventures is THE key aspect of making LifeSpiced viable. To persuade users to take that step and create content, Ian and I both began learning about community management, motivation, and gamification. I had a general understanding of motivation in terms of extrinsic and intrinsic motivation from my educational background in social and industrial psychology, but also spent some time finding scholar articles on Google and reading blog posts discussing motivational systems used within various businesses and websites. My general notes from all this is below.


We decided to use both non-monetary extrinsic motivation and intrinsic motivation. I understand that only positive intrinsic motivation leads to sustainable motivation, but if we can provide sustainable extrinsic motivation then why not use it? Here is the break down for the decision to use extrinsic motivation.

Innovators. The first users, or innovators, would be willing to create adventures because they enjoy using a new technology or product first.

Early Adopters. The people after them, or early adopters, would start creating adventures for an intrinsic reward such as autonomy over their social life, mastery of sharing their local knowledge in an engaging way, and perhaps for the urge to increase the level of overall happiness which is a larger goal.

Everyone else. People that follow these two main groups (and maybe even early adopters at some point) may require some kind of external motivation and reward to create content. Therefore, extrinsic motivation would be used to convince people to start creating adventures. After reaching this point, creating and going on adventures would probably provide enough intrinsic motivation for a user to continue.

Hopefully the extrinsic rewards we put in place wouldn’t diminish a user’s natural intrinsic motivation to create adventures via a crowd out effect, but if they did, the extrinsic rewards would always be there. We would also use extrinsic motivation for simple actions that had a clear set of rules and one simple outcome such as inviting friends, tagging interests to oneself/others, and providing feedback.

To create a system of extrinsic motivation and rewards Ian and I began learning about game mechanics and gamification. I attended multiple San Francisco Startup Meetups discussing gamification for a startup web service, watched Mixergy interviews, and read Jane McGonigal’s fantastic book, Reality is Broken. My notes about gamification, types of rewards, motivation, and the game design for LifeSpiced are below. I built the game system to promote the specific actions crucial to the site: promotion of the site, tagging/making new interests, attending adventures, creating adventures, being active within a group and providing feedback. The types of rewards we were going to use included badges, geographical teams, leaderboards, earned social names, and general redeemable points. The types of motivation fell into player vs player, social, team based co-op, and self-achievement categories.

 




As all this planning and research was going on, I pushed forward with re-validating the business idea through light user-research and began working on how we were going to position and market LifeSpiced. Since we didn’t have a Meetup group like with CheatDay Adventures to check how we were doing, I wrote a general questionnaire and interviewed a random selection of people that were in our target market. A majority of the participants were female because we found that mainly females were interested in CheatDay Adventures and because females are more likely to branch out to entire new groups of people when compared to males (and only just a little bit because meeting new girls is a good thing). The questionnaire (below) was also intended to gather thoughts on the name/logo and general information on the participants’ social lives. From the questionnaire, I confirmed that LifeSpiced fulfilled a need that was unmet, that the name LifeSpiced worked well for communicating the correct message and was liked by females, and that a central color for the logo and site design should be green. I also gathered specifics on the problems our target market had with their social lives, which was used to create more convincing copy. PS - I'm not really a graphic designer.

                        


Branding

For marketing and positioning LifeSpiced, I researched topics including marketing strategies, PR practices, value proposition statements, the user sign up problem, and information architecture of a landing page. Here are a few of the resources I found particularly interesting or useful:

  • I took notes for PR techniques from a Mixergy interview, PR Techniques
  • From another Mixergy interview, Communicating Product Value, I learned about value proposition statements and how they fall into these four main categories: aspirational, fear, competitor, and description.
  • I learned about the user sign up problem and therefore how to properly structure a landing page from another Mixergy interview that led me to the presentation here, Designing for Social Traction.

My outline I worked with for a marketing plan can be viewed here. Also below are my brief notes on how we were going to start marketing LifeSpiced. I focused on and began developing aspirational statements first because:

  1. It promoted the correct attitude for us.
  2. Because we didn’t have enough content yet to support fear based statements.
  3. Because competitor based statements would be more beneficial after the initial launch when customers are considering alternatives and comparing other preexisting options. 


Marketing for lifeSpiced

PR Techniques

 Value Propositions



Landing Page Structure

Product Champion/Customer Persona


Site Development

After researching and fleshing out the building blocks to create a useful and engaging system, we began designing the features and website. Unlike with CheatDay Adventure's singular focus on food adventures, LifeSpiced needed a system to match users together across many interest and adventure categories. There are plenty of sites that allow users to tag interests on their profiles, however, the flaw with most of these systems is that an individual’s interests are kept private. As a result, if a group for a particular interest doesn't exist, then users with that interest won't be aware of each other and probably won't start a group for that interest. With this in mind, we designed an interest tagging system that was completely public, that connected users automatically, and that automatically started a group for an interest once critical mass in a particular geographical region were met.

Specifically, once enough users tagged the same interest a dedicated group page for that interest (interest group page) would go live and from then on users that tagged that interest would automatically be added and given access to that preexisting interest group page. More specifics will be discussed below when covering features and website design.

Before looking at some wireframes for the site lets first go over a typical user's life cycle through the site.

  1. First, a user would sign up through Facebook with the opportunity to invite their friends and then immediately tag interests to themself. The interest list doubled as the adventure categories, too.
  2. Next, the user would search for adventures that are going on regardless of the interests just tagged to ensure no interests were missed and to get him or her signed up for an adventure as soon as possible.
  3. Third, the user would either be added to their interests' group pages or be notified that some of the interests tagged did not yet have enough users to begin a new interest group page. As mentioned above, once a minimum amount of users tagged the same interest that interest group page would go live automatically encouraging communication and adventure creation on that specific interest.
  4. Fourth, the user would start creating adventures individually or collaboratively while RSVP’ing for preexisting adventures.
  5. Finally, the user would continue using the site because of the game mechanics, the social community, and because he or she would gain recognition and continue to grow within the community via his or her preexisting interests and newly found ones.
That's pretty broad and abstract, but let's delve a little deeper by checking out some wireframe drafts.

To start designing the website, for which I did information architecture, basic wireframes, and interactions, I pulled elements from various successful websites and redesigned them to fit our specific needs. There were going to be five main pages to the website.



1. A home page that functioned as an interest and adventure search. This page pulled elements from
    Ebay.com's search page and specifically its filtering side bar design.
2. An interest group page that would be created automatically whenever enough people tagged a
    specific interest. Therefore there could be as many interest group pages as there were interests.
    Elements on this page mimicked some features from Facebook’s event pages.


3. An adventure creation page where users could either individually or collaboratively create
    adventures. This page was based off of our CheatDay Adventures’ create page/system.

                         


4. A profile page containing the same information as a Meetup profile page, but also including a user’s 
    interests, statistics (points, badges, rating, etc.), and his or her private message inbox.



5. A user activity page. This page followed the same general outline as the subscription page, at the 
    time, from Youtube.com. It was meant to keep a user up to date across all his or her interest groups’ 
    activities in a simple quick manner. The majority of time spent on the site was imagined to be on this 
    page since it served as the nerve center for a user. 



So at this point marketing for pre and post launch, positioning, some user feedback, website design, and an entire background game system had been completed. However, a solid revenue source was still missing and a few other unforeseen complications arose. The biggest issue is obtaining critical mass for a particular time and place when trying to get people to commit to real life events. It's a little known secret that the vast majority of Meetup groups are dormant and the most successful ones charge their members. Unless your group is established and successful your attendance rate will be something along the lines of 50% of your RSVP rate. People just seem to like to be busy or rather feel busy. And from past experience, even if 50% did show up for an event,  the event still felt like a failure in some sense. We wanted to avoid our guides/organizers and particularly our members from running into this problem. Also, while we automated the creation of groups, we couldn't find a good way to automate the creation of events for a group and so the task of actually getting a group of people together at the same time in the same place didn't improve much. These two problems, upon understanding them, were inherent to the structure of the system. The system of having people first connect online to plan/organize/talk about an event, then schedule an event, and finally attend said event was flawed.

So we went back to the drawing board, envisioning a service that essentially reversed this flawed system. The service needed to provide a full list of events and activities that individuals or groups of people could attend whenever. First events, then scheduling and people, and finally, if desired, connecting online. Enter the Throwdown.




First Go Around: CheatDay Adventures

Cheat Day Adventures was the first startup I began working on with Ian Serlin. We both having read Tim Ferris’s book, The Four Hour Body, decided to create a social community to make experiencing ‘cheat days’ more exciting. A cheat day is one day a week during the slow carb diet in which you max out your caloric intake to keep your body from entering ketosis. Therefore, it is essentially a day to pig out to your heart’s content. This activity, of course, is fun in itself, but could become oh so much better if we made it more social and added a competitive aspect because sometimes eating 10,000 calories by yourself just feels sad.

The basic business idea was to have various individuals create either one or multiple meal adventures within their respective neighborhoods for other people to join in on. For a competitive aspect, the leading individuals would have the opportunity to add food/drink challenges to their meals still with the goal of maximizing caloric intake. Along the same line, once we had a large customer base, a business would eventually be able to host an adventure; therefore, create their own branded challenges for the group.

After hashing out the general concept, we began working on branding, logo design, and how to quickly test the idea for a proof of concept. We wanted the brand to communicate that we were a young, exciting, adventurous group of people centered on trying new restaurants throughout a city. The basic sketch of the logo I designed in Illustrator tries to communicate that.

- the compass symbolizes traveling to new areas
- the group of people pointing north shows a
  social aspect
- the fork and knife communicates the food aspect
- the overall colors and cartoony idea show fun
  and relaxed instead of serious and straight-faced


To quickly introduce the service to the public we started a Meetup group, designed a squeeze page through Unbounce, and created flyers to spread around the various establishments that our first planned adventure would take place.

The Meetup group served two purposes. It gave us an avenue to quickly share the idea with multiple people already looking to engage in social activities and gave us a quick proof of product with our MVP (minimum viable product). The Meetup group was called CheatDay Adventures SF, and although it no longer exists, we ended up organizing two events and gaining 100+ members. 

The squeeze page allowed us to collect member information immediately to gauge interest, to funnel people from the Meetup group to our own website when ready, and to test how successful different marketing material was via custom landing pages and custom url tracking on flyers. The bottom line of the squeeze page was to easily gauge the public’s interest in our idea once we convince people to visit the site. To design the squeeze page and its copy I researched what makes a good squeeze page through various blogs and interviews on Mixergy, http://mixergy.com/rick-perreault-unbounce-interview/ .

The flyers I created in Illustrator were designed to communicate the same message as the logo, to provide segue information to our landing page, to A/B test the copy of discounts and taglines, and to simply test the successfulness of flyers. The flyers were placed in the three different establishments our adventure would patron, in coffee shops around the neighborhood, and were passed out in the San Francisco financial district during weekday lunchtime about 2 weeks prior to the adventure. The flyers in each location had a custom url to track which flyers were successful. In the end, even though the majority of all flyers were taken or passed out, most people did not end up visiting our squeeze page and of those that did only 2% converted (signed up with their email and name). From this we determined that flyers weren’t as effective as we had originally thought and/or the business idea and/or copy wasn’t convincing enough. Unfortunately, there was not enough data to determine which copy on the flyers or squeeze pages, through A/B testing, converted more.


The plan was to start an email campaign, after getting enough conversions, to interact with the community while we continued to build and flesh out the system. I set up the email campaign through MailChimp, but no more than 2 emails were sent to the community before we stopped the project. However, to plan out the email campaign I learned a lot about email copy and email campaigns from various e-books and again, Mixergy, http://mixergy.com/cheat-sheet-7-ways-to-promote-your-products-with-great-copywriting/ .

So, we generated a business idea from something we wanted ourselves, did some minor market research, and set up/researched ways to quickly spread and test our idea. For my first attempt at a start up, therefore in my naivety, I thought we were all set and golden. Let the money start pouring in!

Wait. Too bad our idea didn’t have a clear reliable way to make money that we’d tested or researched. There were two possible avenues. One: People that organize and lead adventures have to pay a membership fee (something similar to Meetup). This avenue has one major fault that makes me continually curse at my computer screen when using Meetup though. If the leaders are the ones paying, then I as the business don’t care if they are good leaders or if the groups they create are active or not. In the case of Meetup, I always have to sift through dead groups that still exist because the group creator still has their credit card account hooked up. Two: Have every pay a membership to use the service or have people pay to go on adventures. Technically this is two separate ideas, but at this stage faces the same major problem. Will people pay to join this community and/or go on adventures? We started asking this question to people including people that came to our Meetup events. We also asked if they would be willing or interested in leading their own adventures.

This is when I realized we weren’t so golden. First, hardly anyone at all was willing to even consider designing his or her own adventure. (Ian and I had designed some pretty awesome adventures though, so perhaps we were setting the bar too high. Haha.) Second… there really is no second, because if people weren’t going to create adventures it wouldn’t matter if people would pay to go on them or not. Ian and I weren’t going to create adventures for neighborhoods we didn’t know. And in fact, a high percentage of people asked said they would be willing to pay a monthly fee.

People from the Meetup group were excited about the idea because they felt like they were having planned fun with others without having to think about it. In other words, all they had to do was sit back and gain the benefits of some local’s knowledge of how to have fun. This made sense because the majority of people we attracted were fairly new to the area. (Does the tourist industry need a re-design? Should tourists participate in fun local things that only locals know at this point instead of boring sight seeing tours?)

So you might ask, well why didn’t you just hire individuals from other neighborhoods to create adventures for your site? This is what we started to realize as well. However, the current business was designed to be centered around the ‘cheat day’ idea (branding, logo, marketing strategy, etc.). After realizing that people didn’t care about the ‘cheat day’, that from market research the Four Hour Body community in SF was relatively small, and that people just wanted to have more fun by partaking in social adventures that incorporate the specifics of a location with perhaps a type of competition we started to change course.

LifeSpiced was born.