I led product design for GoPlay — Gojek's OTT platform across iOS, Android, Web and Smart TV — and fixed content discovery through rapid experimentation, driving engagement quarter after quarter.
GoPlay — exclusive Indonesian movies and series, across every screen.
25%+
Quarterly goal for MAU & minutes watched
40%
More effective task completion — winning Continue-Watching design
66%
Higher task satisfaction on the chosen alternative
4
Platforms designed — iOS · Android · Web · TV
Overview
GoPlay is Gojek's OTT platform — publicly available across Indonesia with exclusive movies and series, including the country's 2019 Academy Awards entry Memories of My Body and originals co-produced with Vice. I joined at the MVP stage as design lead, owning design across every GoPlay surface.
My contribution
Research · IA · Interaction · Design System · Design Ops
Browsing across tabs on the mobile app.The redesigned content details experience.
Problem
The challenge
The MVP was built to business requirements without end-user insight, making it hard to use — tasks were slow and unnecessarily prolonged. It also lacked documentation, IA maps, flows and wireframes, and wasn't compliant with Gojek's Asphalt (now Aloha) design system.
The goal
Apply an evidence-based method that involves end-users throughout — designing content discovery that delights, and lifts MAU and minutes watched by at least 25% per quarter.
The search for relevant content is often a failure — an unfortunate consequence of bad content-discovery experiences.
Who we were designing for
B
Bayu
Young professional · daily inter-city commuter
“Everyone talks about the show they're watching — I just want something good to watch on my commute.”
Goals
Fresh, inspirational content every day
Subtitles are a must-have
Pain points
Saturated local content of mixed quality
Can't decide what to watch
binges on commutewatches on recommendation
The proto-persona that anchored our decisions.
How might we make discovery so effortless that Bayu always finds something worth watching?
Process
From MVP chaos to evidence-led iteration
Gojek runs a flexible, product-dependent process. With engineering in 3-week sprints, I kept validated designs at least a sprint ahead — then tracked them continuously.
1
Set foundations
Docs, task management, user-flows, IA and a dark-mode design system.
2
Listen
Competitive analysis, interviews, surveys and store & social feedback.
3
Prioritise
HMWs scored on desirability, feasibility and profitability.
4
Experiment & track
Usability tests, card sorts and A/B tests, measured in production.
The design process we ran at GoPlay.Cross-org collaboration — my point of view.
Getting the basics right first
Maintaining design across three platforms was never a solo job, so we made our first hire and scaled with the product. I embedded task management (Asana), documented decisions on Confluence, and turned the engineering flow diagrams into user-flows, IA and wireframes. Then the big one — theming the light Asphalt DLS into a dark mode with GoPlay's hot-pink scheme, and converting the essential components for mobile and web.
High-level flow diagram.SVOD, AVOD and TVOD models — shipped by v1.
Theming the light DLS into a hot-pink dark mode.
Typography made compatible with the dark theme.
Essential components converted for mobile and web.
A cohesive, scalable component set.
GoPlay's identity, systematised.
Listening to users
To inform product, content and market strategy post-launch, we ran competitive analysis, user interviews and surveys, and mined feedback from social media and the app stores — collecting both quantitative and qualitative data.
42%
of viewing time is spent just browsing for something to watch
60%
think recs push what the service promotes, not what they'd like
“Why?”
audiences want the why behind the what — ratings, critics, fit
74%
know within seconds whether they'll like a piece of content
UX analysis across competing streaming services.
Turning insight into bets
With the research in hand, I applied design-thinking to identify multiple “How might we…” statements and ran them through a prioritisation framework — desirability, feasibility and profitability — to decide where to invest.
I approach design problems by forming a hypothesis and running it through experimentation to conclude with evidence. Three experiments did the heavy lifting.
01
Usability test — Continue Watching
Do users need content details from the CW list? Do they delete finished items? 12 consumers, 45-minute moderated sessions, six alternatives.
Result:Alt #1 — 40% more effective, 23% more efficient. Alt #6 — 66% higher satisfaction.
02
Card sort — Details page & trailers
How should the page be structured, and where do trailers belong? Design reviews + usability picked the layout; an online hybrid card sort set the hierarchy.
Result:Variant #4 won; a similarity matrix produced the final IA.
03
A/B test — Personalised home
Can a personalised home retain users? Presentation layers — feed order, copy, theme-card art — A/B tested by behavioural segment and read via analytics.
Principle:observe what people DO, not only what they SAY.
Continue Watching
Play and details, finally separate
The winning alternative separated the play and details actions and ordered the rail by minutes-left, so returning viewers resume in a single tap.
“The play and details button is separated, nice — I'll watch the content with the fewest minutes left first.”
Details page & trailers
An information hierarchy users voted for
A card-sort–driven IA put the right details first and gave trailers a proper home — so viewers get the “why” before they commit, and shorter trailers keep them curious.
Personalised home
Setting context and tone
Feed order, copy and theme-card artwork are continuously A/B tested by behavioural segment — helping viewers relate to a story's expectation and decide faster.
A moderated research session with a GoPlay viewer.
The most important behavioural questions, up front.
Six alternatives tested — #1 and #6 preferred.
Two distinct user types emerged for viewing & deleting.
Synthesising the continue-watching findings.
Details-page layout variations for review.
An online hybrid card-sort exercise.
Similarity matrix → the final details-page IA.
A/B testing presentation layers on the home feed.
Poster and tone A/B tests to set expectation.
Solution
The redesigned experience
Impact
Rapid experimentation that paid off
Over three quarters the experiments compounded into clearly positive results across engagement — and set up the next bet: the Smart TV app.
Experiment impact across three quarters — engagement, continue-watching, and satisfaction vs the MVP baseline.