
Earlier this week a small start-up OMGPOP, the developers of a very simple app called Draw Something were bought by the infamous maker of Farmville, Zynga for a mere $210M.
“They bought a property that went from 0 to 60 in four seconds,” said Lewis Ward, a research analyst at IDC who focuses on the game industry.”
In today’s digital landscape, it is getting easier to take a concept to market if you know how to. In times like this you tend to hear a thousand developers shouting from the rooftops saying ‘I have a beta app that does that!’ and the other thousand or so are screaming I had that idea in the shower last decade!
And as for the geek dads out there (in possible sleep deprivation) “I did that with some paint and butchers paper on the weekend”.
Jenna Worthham New York Time article: has a nice summary of what Draw Something is:
“Draw Something, a twist on Pictionary, involves making quick sketches that illustrate words and phrases like “swimming pool” and “starfish” for a friend to guess. It has been downloaded more than 35 million times since its release on Feb. 6, and players have generated more than a billion drawings, according to Zynga. ”
It is another very simple app right? So what made it so addictive. It’s social, a bit of fun but who has time for these things.
Aside from some odd usability challenges (no back button) there is something I think the OMGPOP gang definitely understand, how to make things simple and usable, design for the ‘Mainstream Users’ and design for ‘Human Behaviour’.
Simple and Usable – Design for Mainstream Users
In an upcoming #UXBookClubMelb book for @UXMelbourne, I recently got to the part where Giles Colbourne, the author of Simple and Usable advocates product, service and experience designers to focus on designing for the mainstream user.
Giles makes his case through a number of examples, however loving stats, you can’t go past another story relating to Apple’s success. This time look back to the first iPod. Here is how the story plays out (in simple terms):
“Apple listened, but didn’t take direction from their ‘expert’ advanced users. There description of a device that plays music and is easy to use was described as the ‘Flying Car’.
To date the count was (at the time of writing the book) Apple sold 240,000,000 iPods… and no Flying Cars”
Apple is referenced so often as a way to build great products. Apple is also the No. 1 company recommended not to copy. Why? Because there is more to great products than just the product itself.
Who use’s a desktop
Zynga have escalated to the No1 platform for social gaming, leveraging the lean start-up model and going where the user’s are, Facebook. But where are they on the mobile device front? Draw Something grabbed the simple, social and playful space of your intimate mobile device, a feat I know Farmville didn’t achieve for me.
Combine this trend with a recent epiphany by the Financial Times about mobile devices and supported by emerging trends from comScore that mobile devices are our first touchpoint for a lot of our digital consumption.
And one of my favourite interaction designers Luke W recently made a splat of stats about the rise of the iPad WiFi (aka tablet) as the preferred purchase choice.
Below is the Financial Times graph displaying their recent achievement of 1 million registered uses on their mobile apps.

Gamification, still thinking it’s new…
Gamification is a word I openly side with the ‘buzz-word skeptics’. In my opinion the goal here is all about reward (reinforcement) for good engagement (human behaviour). We have been doing it for years, decades… it’s in our human DNA.
I close friend is embarking on a PhD as a result of a late night discussion (strong debate…) on the merits of ‘Gamifying’ everything. However the deeper you go, the more your read about game theory and role of behavior and positive (and negative) reinforcement.
If you ask the question of any service or product ‘What are the core things people want to do?’ Even what you would like them to DO, the conversation immediately turns to people ‘doing something’.
And the best way to tell someone what to do, is to tell them i.e. ‘Draw Something’.
It’s not rocket science, however sometimes we forget about it.
References:
“A Game explodes and Changes Life Overnight at a Struggling Start-Up” Jenna Worthman, New York Times
http://www.nytimes.com/2012/03/26/technology/draw-something-changes-the-game-quickly-for-omgpop.html
“Draw Something” by OMGPOP, Itunes
http://itunes.apple.com/au/app/draw-something-free/id488628250?mt=8
“Data Monday: iPad Mobile Connections” Luke Wroblewski, LUKEW
http://www.lukew.com/ff/entry.asp?1518
“The Rise of Digital Omnivores”, By Mark Donovan, comScore, November 15, 2011
http://blog.comscore.com/2011/11/the_rise_of_digital_omnivores.html
“Financial Times Hits 1M Users On HTML5 Site That Dodges Apple’s Tax”
http://techcrunch.com/2011/11/18/financial-times-mobile/