In late 2015, Jamie received an email from a friend of a friend with an idea for a kid’s game. They were thousands of miles apart, had never met and had never built an app before. Just six months later they released Melody Jams, which went on to top the App Store charts in 130 countries with more than 500,000 downloads worldwide. It also received a Communication Arts 2017 Award of Excellence.
Melody Jams is an allegory for the creative process. In essence, it’s a game teaching kids about empathy; to show how pieces can be more than the sum of their parts. In this talk, Jamie will lift the curtain on how that applies to design and technology: building culture on new teams, learning new languages and processes quickly, the value of prototyping and the eccentricities of the world of apps.
5. The Game
• Concept: A Swedish Wooden Block Toy
in App Form
• Audience: Hipster Parents
• Age Range: “Kids of All Ages”
• Optimize for “hand-me-down” devices
(older iPads)
• No instruction manual required
• Secret Mission: Teach social/emotional
learning.
12. Let’s talk a bit about me
#egomaniac #ilovetalkingaboutmyself
13. About Jamie!
• Dream growing up: Disney Imagineer
• BFA Multimedia, 2004
• Former Tech Director at fancy NYC
Agency Big Spaceship
• Professor at Parsons (MFA Design +
Technology), USFCA (BA Design)
• Now run my own shop, Arbitrary, just
south of San Francisco.
14. Translation!
• Made a lot of bad artwork.
• Made a lot of CD-ROMs.
• Made a lot of movie and TV show
web sites in Flash.
• Made designers learn how to code.
• Make a lot of apps, web sites, robotic
arms swinging sofas around, and so
on.
15. Yay, anxiety!
• Anxious about my future.
• Anxious about getting a job.
• Anxious about deadlines.
• Listen to other people’s anxieties.
• Anxious about everything.
16. I’m pretty high strung
and I like shiny things.
Lots of experience with people and design and code and anxiety.
28. The Team
James Bartley
Concept
Creative Director, Animator, Illustrator
Jamie Kosoy
Tech Director
Marketing, UX, Anything App Related
Nate McKee
Music
Supporting cast: Matt Cook (project management), Georg Fischer (code), Hani Zahra (music)
48. Overshare.
Show off the shiny stuff you’re making with everyone.
Who knows what that inspires?
Rule #7
49. Document.
By now you have a Problem Statement and a Prototype.
What did you learn? Jot down a few bullet points and save it near your prototype.
Rule #8
50. Write Down Your Fears.
Turn Those Into Problem Statements.
Repeat.
Prototypes always unearth new things to learn and do.
Rinse and repeat the process.
Rule #9
51. Doesn’t matter the discipline.
Designers, artists, coders, whatever.
Everyone get started right away. No “blockers” allowed.
86. The Response
• Featured over 130 countries
• Featured in over 90 categories
• > 425,000 downloads
• USA Ranked #1 Kids App on iPad, #2
on iPhone
• Parents Choice, Tillywig Award
Winner
87. !
#1 Kids App. #31 Overall App*.
*as in ranked against everything Google, Tinder, Angry Birds, whatever.
108. Two Lessons:
1. It isn’t my “job” to do it, but I did it anyway.
2. This is how you go from “I built an app” to “I built a thing people care about.”
119. Doors Opening!
• Heard from a few TV networks about a Melody Jams show.
• Heard from several notable children’s companies about partnerships.
• Heard from a department store that wanted to make toys.
130. Rules To A Prototype Driven Process
1. Create “Problem Statements.”
2. Start from something you know how to do.
3. Build Ugly.
4. Keep The First Prototype(s) to 60 minutes or less.
5. Prioritize by feeling, not by urgency.
6. Fork.
7. Overshare.
8. Document.
9. Write down your fears. Turn those into Problem Statements. Repeat.
131. Rules To Overcoming Anxiety
1. Write down what I fear.
2. Remind myself that this is something I know how to do.
3. Be myself.
4. Get a quick win.
5. Make stuff I want to make.
6. Fork.
7. Overshare.
8. Write down what made me happy.
9. Repeat.
132. Rules To Working With Others
1. Write down a plan.
2. Remind yourself that your colleagues & clients are intelligent, capable people.
3. Be honest with one another.
4. Cheerlead.
5. Take care of each other.
6. Fork.
7. Overshare.
8. Write down what made you happy.
9. Repeat.
Hi everyone, I’m here to talk about this game that I made. It’s something I’m enormously proud to share, and there’s just so much to unpack about it. It’s called Melody Jams. Ready? Let’s dig in.
I’m Jamie. Growing up I always imagined myself as a Disney Imagineer. I love that Disney parks are totally immersive — design and engineering put together. Didn’t have very good greats - lots of strong opinions on how my education shaped me, more on that soon - so I went to Art School and taught myself to code. Collaborating with amazing designers was my goal.
Okay so just a quick agenda for what we’ll cover here.
So I’ll just let the trailer do the talking. Next slide is a video.
[Trailer for Melody Jams]
These were some of our key goals. We were pretty fully cognizant of these core goals right from the beginning, though admittedly some of these were good guesses based on what we believed our market was. The secret mission was something very near and dear to us, something we always talked about.
[Trailer for Melody Jams]
[Trailer for Melody Jams]
[Trailer for Melody Jams]
So the core team was basically three people. Like I said, I like working with amazing designers and they seem to naturally be able to find me. I presume most developers are just too heavy-handed in engineering. James had the initial idea, the classic “I have an app idea if only I had a developer” pitch, but with amazing renders of his monsters already made.
So the team was fully remote. Some big distance challenges.
We communicated with remote tools like Slack and Google Hangouts. We could work in small silos when we needed to (James and Nate on animation and music, me and James on app icon, etc) and share progress as we went.
[Trailer for Melody Jams]
[Trailer for Melody Jams]
We would’ve been happy if 5 people downloaded it — the response was overwhelming. #18 overall game (as in Angry Birds, Cut the Rope, etc) at one point. Blown away by the response.
Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
[looping video] Here’s some kid out in the world playing with this. We don’t know who this is. YouTube videos of kids playing Melody Jams, reviewing it. Very gratifying.
Oh, this person lives in Kenya. The app spread across the globe.
Very recently received this note. Have occasionally received notes like this about the project as we went. Again, beyond gratifying. We were of trying to create a relationship with the characters, wanted it to be more than an app. More on that in a minute.
Oh, this person lives in Kenya. The app spread across the globe.
Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
Occasionally the app would crash or people would experience problems, and they’d email us a support request. I’d respond back with a personal email, thanking them for the download, telling them about the team, etc. Help them solve the problem, then ask them about their kids and we’d send back GIFs like these as a little token of appreciation. Like I said before, we were acutely aware of the idea that a brand is more powerful than an app. Very interested in growing into App #2, continuing to explore what these characters mean to people.