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Ultimate Outcome: People feel connected to their devices in a way that supports their health and wellbeing.
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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)
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OutcomeIndicatorResponsibilityFrequencyData Source & ToolWhoBaseline PerformanceTargetActuals as of (date) Actuals as of (date) Actuals as of (date) Why?Internal Notes
(Notes, Definitions, Priority)
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LONG-TERM OUTCOMES
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Products reflect the collective purpose of all workers in the company.Empirical evidence exists supporting claims the company makes about its products.Research StaffAnnuallyValidated external researchResearch professionalsNoYesRequired for credibility with stakeholders and investors, and to ensure we are actually working towards our ultimate outcome.
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Average score by workers on how well each product aligns with the company's purpose, out of 100.COOQuarterlySurvey or focus groupStudio employees/partners50100
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Games that create space for feeling and transformation are welcomed by players.Media and cultural sentiment towards app categoryCommunications DirectorQuarterlyResearch/observationMediaNeutralVery positive
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Relative annual market share of app category.Research StaffAnnuallyPaid and public reportsIndustry bodies0.01%60%
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MEDIUM-TERM OUTCOMES
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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.COOMonthlyTime tracking reportStudio directors and executives5 hours1 hour
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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 StaffQuarterlySurveyPlayers3%60%
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Percentage of apps in category that appear in top download lists on storefronts.Communications DirectorMonthlyResearch/observationApp stores/distribution platforms0%60%
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SHORT-TERM OUTCOMES
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Coworkers feel critically engaged with the collective creation of games within the company. Percentage of coworkers who make meaningful contributions to the design process.COOQuarterlyObservationStudio employees/partners50%100%
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Sentiment around nontraditional co-creation processesCOOQuarterlySurvey + sentiment analysisStudio employees/partnersVery negativeVery positive
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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 DirectorAnnuallySurveySelf-identified "gamers"10%100%
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Volume of high quality media coverage of apps in categoryCommunications DirectorMonthlyResearch/observationMedia3 stories6 stories
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Frequency of apps in category being featured in storefronts.Communications DirectorWeeklyResearch/observationApp stores/distribution platforms3 times per month20 times per month
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Activities
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Games are developed using non-transactional design patterns.
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Workers receive development support
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Workers participate in cross-functional design processes.
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Leadership speaks publicly, engages in social media conversations, and writes blog posts and articles.
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Company engages in industry forums and professional associations