Osmo World 2.0

To redefine the user experience by facilitating easy discovery, downloading, purchasing, playing, creating, and connecting within the Osmo ecosystem. This revamp addresses the current limitations of Osmo World and aims to cater to a broader user base while enhancing engagement and retention.

Company

Osmo

Year

2024

Category

Mobile App

Live Project

Visit App Store

Osmo World 2.0

To redefine the user experience by facilitating easy discovery, downloading, purchasing, playing, creating, and connecting within the Osmo ecosystem. This revamp addresses the current limitations of Osmo World and aims to cater to a broader user base while enhancing engagement and retention.

Company

Osmo

Year

2024

Category

Mobile App

Live Project

Visit App Store

Osmo World 2.0

To redefine the user experience by facilitating easy discovery, downloading, purchasing, playing, creating, and connecting within the Osmo ecosystem. This revamp addresses the current limitations of Osmo World and aims to cater to a broader user base while enhancing engagement and retention.

Company

Osmo

Year

2024

Category

Mobile App

Live Project

Visit App Store

Osmo World 2.0

To redefine the user experience by facilitating easy discovery, downloading, purchasing, playing, creating, and connecting within the Osmo ecosystem. This revamp addresses the current limitations of Osmo World and aims to cater to a broader user base while enhancing engagement and retention.

Company

Osmo

Year

2024

Category

Mobile App

Live Project

Visit App Store

Context

Context

Osmo World 2.0 seeks to address several key issues:

  • Limited discovery: The existing platform only showcases apps users already own, hindering the introduction of new products.

  • Scalability: Osmo World needs to be adaptable to accommodate future expansions and support a wider range of games and tools.

  • Age diversity: While currently designed for young children, the platform needs to cater to older users as well.

  • Engagement and retention: Users are spending excessive time in Osmo World rather than engaging with learning apps, and historical retention rates are short.

Osmo World 2.0 seeks to address several key issues:

  • Limited discovery: The existing platform only showcases apps users already own, hindering the introduction of new products.

  • Scalability: Osmo World needs to be adaptable to accommodate future expansions and support a wider range of games and tools.

  • Age diversity: While currently designed for young children, the platform needs to cater to older users as well.

  • Engagement and retention: Users are spending excessive time in Osmo World rather than engaging with learning apps, and historical retention rates are short.

Context

Osmo World 2.0 seeks to address several key issues:

  • Limited discovery: The existing platform only showcases apps users already own, hindering the introduction of new products.

  • Scalability: Osmo World needs to be adaptable to accommodate future expansions and support a wider range of games and tools.

  • Age diversity: While currently designed for young children, the platform needs to cater to older users as well.

  • Engagement and retention: Users are spending excessive time in Osmo World rather than engaging with learning apps, and historical retention rates are short.

Target Audience

Target Audience

Kids (ages 4-12): Both existing and potential users, seeking to discover and engage with Osmo products.

  • Parents: Interested in discovering and purchasing new apps for their children, as well as managing usage and progress.

  • Teachers: Utilizing Osmo tools and games in educational settings, seeking new resources.

  • Specific user segments include "Doesn’t have games" users, "Recently purchased games" users, current Osmo users, and churned Osmo users.

Kids (ages 4-12): Both existing and potential users, seeking to discover and engage with Osmo products.

  • Parents: Interested in discovering and purchasing new apps for their children, as well as managing usage and progress.

  • Teachers: Utilizing Osmo tools and games in educational settings, seeking new resources.

  • Specific user segments include "Doesn’t have games" users, "Recently purchased games" users, current Osmo users, and churned Osmo users.

Target Audience

Kids (ages 4-12): Both existing and potential users, seeking to discover and engage with Osmo products.

  • Parents: Interested in discovering and purchasing new apps for their children, as well as managing usage and progress.

  • Teachers: Utilizing Osmo tools and games in educational settings, seeking new resources.

  • Specific user segments include "Doesn’t have games" users, "Recently purchased games" users, current Osmo users, and churned Osmo users.

Conclusion

Conclusion

In summary, Osmo World 2.0 seeks to revolutionize the Osmo user experience by addressing existing limitations, catering to a wider audience, and enhancing engagement and retention through streamlined discovery, purchasing, and playing processes.

In summary, Osmo World 2.0 seeks to revolutionize the Osmo user experience by addressing existing limitations, catering to a wider audience, and enhancing engagement and retention through streamlined discovery, purchasing, and playing processes.

Conclusion

In summary, Osmo World 2.0 seeks to revolutionize the Osmo user experience by addressing existing limitations, catering to a wider audience, and enhancing engagement and retention through streamlined discovery, purchasing, and playing processes.

AKHIL THOMAS

AKHIL THOMAS

AKHIL THOMAS

AKHIL THOMAS

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