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1 | Make a copy for yourself: File > Make a Copy | ||||||||||||
2 | Ultimate Outcome: People feel connected to their devices in a way that supports their health and wellbeing. | ||||||||||||
3 | Who will take the lead in collecting this data? | How often will you collect this data (monthly, semi-annually, annually?) | Where will you get this data? How will you collect this data? | Who is this data collected from? What is the audience? | What is current performance (baseline) or initial measure? | What target do you want to set (based on your baseline)? | Columns to enter in your data as you implement your data collection tools (as per Frequency column) | ||||||
4 | Outcome | Indicator | Responsibility | Frequency | Data Source & Tool | Who | Baseline Performance | Target | Actuals as of (date) | Actuals as of (date) | Actuals as of (date) | Why? | Internal Notes (Notes, Definitions, Priority) |
5 | LONG-TERM OUTCOMES | ||||||||||||
6 | Products reflect the collective purpose of all workers in the company. | Empirical evidence exists supporting claims the company makes about its products. | Research Staff | Annually | Validated external research | Research professionals | No | Yes | Required for credibility with stakeholders and investors, and to ensure we are actually working towards our ultimate outcome. | ||||
7 | Average score by workers on how well each product aligns with the company's purpose, out of 100. | COO | Quarterly | Survey or focus group | Studio employees/partners | 50 | 100 | ||||||
8 | Games that create space for feeling and transformation are welcomed by players. | Media and cultural sentiment towards app category | Communications Director | Quarterly | Research/observation | Media | Neutral | Very positive | |||||
9 | Relative annual market share of app category. | Research Staff | Annually | Paid and public reports | Industry bodies | 0.01% | 60% | ||||||
10 | MEDIUM-TERM OUTCOMES | ||||||||||||
11 | Team members are confident in leading new design processes that predictably lead to the development of healthy interaction patterns. | Company leadership weekly time spent in design meetings. | COO | Monthly | Time tracking report | Studio directors and executives | 5 hours | 1 hour | |||||
12 | More players seek and demand apps that support healthy behaviors than those that don't. | Percentage of players who say they are seeking apps and games that support healthy behaviors. | Research Staff | Quarterly | Survey | Players | 3% | 60% | |||||
13 | Percentage of apps in category that appear in top download lists on storefronts. | Communications Director | Monthly | Research/observation | App stores/distribution platforms | 0% | 60% | ||||||
14 | SHORT-TERM OUTCOMES | ||||||||||||
15 | Coworkers feel critically engaged with the collective creation of games within the company. | Percentage of coworkers who make meaningful contributions to the design process. | COO | Quarterly | Observation | Studio employees/partners | 50% | 100% | |||||
16 | Sentiment around nontraditional co-creation processes | COO | Quarterly | Survey + sentiment analysis | Studio employees/partners | Very negative | Very positive | ||||||
17 | Players are aware of apps that encourage and allow healthy interactions with their phone. | Percentage of self-described gamers in sample able to name apps in category. | Communications Director | Annually | Survey | Self-identified "gamers" | 10% | 100% | |||||
18 | Volume of high quality media coverage of apps in category | Communications Director | Monthly | Research/observation | Media | 3 stories | 6 stories | ||||||
19 | Frequency of apps in category being featured in storefronts. | Communications Director | Weekly | Research/observation | App stores/distribution platforms | 3 times per month | 20 times per month | ||||||
20 | Activities | ||||||||||||
21 | Games are developed using non-transactional design patterns. | ||||||||||||
22 | Workers receive development support | ||||||||||||
23 | Workers participate in cross-functional design processes. | ||||||||||||
24 | Leadership speaks publicly, engages in social media conversations, and writes blog posts and articles. | ||||||||||||
25 | Company engages in industry forums and professional associations |