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Gojek · GoPlay · 2017–2019

Shaking up Indonesia's OTT scene

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.

Role

Product Design Lead

Timeline

2017–2019

Team

2 designers · Research · Writing · Illustration

Platforms

iOS · Android · Web · Smart TV

GoPlay app hero cover
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

Status

Live — publicly available in Indonesia

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 commute watches on recommendation
GoPlay proto persona — Bayu
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. 1

    Set foundations

    Docs, task management, user-flows, IA and a dark-mode design system.

  2. 2

    Listen

    Competitive analysis, interviews, surveys and store & social feedback.

  3. 3

    Prioritise

    HMWs scored on desirability, feasibility and profitability.

  4. 4

    Experiment & track

    Usability tests, card sorts and A/B tests, measured in production.

GoPlay design process
The design process we ran at GoPlay.
Cross-organisation collaboration map
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
High-level flow diagram.
High-level flow diagram, continued
SVOD, AVOD and TVOD models — shipped by v1.

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 competitive analysis
UX competitive analysis
UX competitive analysis

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.

Prioritisation
Prioritisation framework.
User job stories
User job stories.
Most desirable, feasible, profitable
Most desirable? Feasible? Profitable?

Iterating discovery through experimentation

I approach design problems by forming a hypothesis and running it through experimentation to conclude with evidence. Three experiments did the heavy lifting.

Continue-watching experiment
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.

Card-sort experiment
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.

A/B test experiment
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.

Redesigned Continue Watching rail

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 information architecture

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 feed

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.

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.

GoPlay experiment outcomes — MAU, minutes watched, continue-watching, and task satisfaction vs MVP baseline
Experiment impact across three quarters — engagement, continue-watching, and satisfaction vs the MVP baseline.
discover ·resume ·decide ·personalise ·experiment ·measure ·iterate ·engage ·

Key takeaways

01

Keep the user at the centre.

Hypotheses run through real experiments beat opinions — every time.

02

Foundations are a force multiplier.

Docs, IA and a dark-mode DLS let a small team scale across four platforms.

03

Observe behaviour, not just words.

The A/B mindset — reading what people do — kept every decision honest.