Seven Skin

Collaborative project

Volunteering

Experimental design

Objectives

  • Explore the value of high-quality digital experiences

  • Measure market reaction to meaningful social topics

  • Establish product development processes with volunteers

My role

  • Drive collaboration

  • Establish company's brand

  • Define roles and distribute tasks

  • Measure results and define key metrics

Seven Skin

Collaborative project

Volunteering

Experimental design

Objectives

  • Explore the value of high-quality digital experiences

  • Measure market reaction to meaningful social topics

  • Establish product development processes with volunteers

My role

  • Drive collaboration

  • Establish company's brand

  • Define roles and distribute tasks

  • Measure results and define key metrics

Seven Skin

Collaborative project

Volunteering

Experimental design

Objectives

  • Explore the value of high-quality digital experiences

  • Measure market reaction to meaningful social topics

  • Establish product development processes with volunteers

My role

  • Drive collaboration

  • Establish company's brand

  • Define roles and distribute tasks

  • Measure results and define key metrics

Seven Skin is a collaborative Design studio built in Brazil exclusively with volunteer work. This is the short version of how it came to exist, how we tackled design issues, and what we’re doing next.

The objective

In early 2020, after working for 6 years in the tech industry, I felt like every place I ever worked at undervalued design.

In some cases this neglect of product quality and design is observed as the classical “no user research allowed”, some sort of heritage from the waterfall product development cycle of the past.

But often exists in a way that companies understand the concept of building value from people’s or users’ perspectives, but don’t fully grasp what it means to think about their processes as a way to develop a product that carries an experience that moves people.

The group of people that started Seven Skin studio believe that this is a huge opportunity inside the market, leading us to explore this hypothesis where building a product that aims to solve all these industry standards involves:

  • Investing and overinvesting in quality design.

  • Creating products that deal with socially meaningful topics.

  • Working with these projects out of our interest. To have fun.

One way that I try to express this concern in a hopefully clearer way is with the image above.

When or how does the incremental product development approach becomes a refined and polished experience that appeals to people such as the Dynamic Island feature Apple presented in 2022?

Our first project

I also feel it is important to go through the process of deciding what product we’d build first.

Everyone had their ideas pre-built, but since it was a side project for everyone involved we had our mission of building a project with a focus on quality while also having a simple interaction map.

This would make it possible to build the product with zero budget, still having an MVP mindset, but balancing quality through our lenses.

We started brainstorming with text, moved into market research where we highlighted features and qualities that apps have, and then funneled these down into the main features and themes our product would have. A personalized design thinking workflow, you could say.

Turned out that at the end of this process we settled on a sexual theme. Honestly, it was hard to wrap our heads around it but ultimately it made sense and we rapidly saw that the difficulty we were facing dealing with that theme was one of the reasons why we should build this project.

This would allow us to explore the following:

  • Develop a socially relevant theme and talk about sex in a healthy way where the industry does not have the care needed.

  • Solutions around this theme were extremely underwhelming and still have to this day a very low standard.

  • Sex is popular! And should also be approached by technology in ways other than the porn industry.

Our first approach was trying to build a sex dice game using Unity, the popular game engine and eventually we simplified the concept even more transforming the app into cards - also baptizing the app: Sex Cards.

Our product focused on key elements such as:

  • A simple interaction that could be done with one single touch

  • Gender-free depictions of love, without clear roles.

  • Universally understandable interaction with low usage of text.

The first version of the app was built and launched in Google’s Play Store beginning of 2020. We learned during that process that it would be impossible to launch our product inside apple’s restricted environment, even if the app existed for educational purposes, sexual content is not allowed even if it’s restricted to adult audiences.

Project development

As our first product launched and matured in the market, we kept looking at its growth, which would validate or invalidate our hypothesis about quality experiences ruling over complexity.

By March 2021 we had 20,000 monthly users from all over the world using the app. Organic growth only.

The product’s Growth seemed to be plateaued by then, and we started working on how to define our product’s objectives, and prioritize and develop new features.

After collectively prioritizing actions and organizing the team to tackle them, we jumped into the development of the major feature we’d be adding to our project: New free cards and card packs.

While developing this new feature, the app also got unlisted from Google’s Play Store. This halted our investments and efforts in developing this project further but stands as a great success for all of us involved with it.

New projects

One of the projects we are currently developing is a new concept that will subvert the usage of money in Brazil’s frontier of what technology means to our society.

This project is currently in its early stages of development, defining what will be its main features and who will be part of this project.

Want to be a part of it? Please reach out to me via e-mail or LinkedIn

Seven Skin is a collaborative Design studio built in Brazil exclusively with volunteer work. This is the short version of how it came to exist, how we tackled design issues, and what we’re doing next.

The objective

In early 2020, after working for 6 years in the tech industry, I felt like every place I ever worked at undervalued design.

In some cases this neglect of product quality and design is observed as the classical “no user research allowed”, some sort of heritage from the waterfall product development cycle of the past.

But often exists in a way that companies understand the concept of building value from people’s or users’ perspectives, but don’t fully grasp what it means to think about their processes as a way to develop a product that carries an experience that moves people.

The group of people that started Seven Skin studio believe that this is a huge opportunity inside the market, leading us to explore this hypothesis where building a product that aims to solve all these industry standards involves:

  • Investing and overinvesting in quality design.

  • Creating products that deal with socially meaningful topics.

  • Working with these projects out of our interest. To have fun.

One way that I try to express this concern in a hopefully clearer way is with the image above.

When or how does the incremental product development approach becomes a refined and polished experience that appeals to people such as the Dynamic Island feature Apple presented in 2022?

Our first project

I also feel it is important to go through the process of deciding what product we’d build first.

Everyone had their ideas pre-built, but since it was a side project for everyone involved we had our mission of building a project with a focus on quality while also having a simple interaction map.

This would make it possible to build the product with zero budget, still having an MVP mindset, but balancing quality through our lenses.

We started brainstorming with text, moved into market research where we highlighted features and qualities that apps have, and then funneled these down into the main features and themes our product would have. A personalized design thinking workflow, you could say.

Turned out that at the end of this process we settled on a sexual theme. Honestly, it was hard to wrap our heads around it but ultimately it made sense and we rapidly saw that the difficulty we were facing dealing with that theme was one of the reasons why we should build this project.

This would allow us to explore the following:

  • Develop a socially relevant theme and talk about sex in a healthy way where the industry does not have the care needed.

  • Solutions around this theme were extremely underwhelming and still have to this day a very low standard.

  • Sex is popular! And should also be approached by technology in ways other than the porn industry.

Our first approach was trying to build a sex dice game using Unity, the popular game engine and eventually we simplified the concept even more transforming the app into cards - also baptizing the app: Sex Cards.

Our product focused on key elements such as:

  • A simple interaction that could be done with one single touch

  • Gender-free depictions of love, without clear roles.

  • Universally understandable interaction with low usage of text.

The first version of the app was built and launched in Google’s Play Store beginning of 2020. We learned during that process that it would be impossible to launch our product inside apple’s restricted environment, even if the app existed for educational purposes, sexual content is not allowed even if it’s restricted to adult audiences.

Project development

As our first product launched and matured in the market, we kept looking at its growth, which would validate or invalidate our hypothesis about quality experiences ruling over complexity.

By March 2021 we had 20,000 monthly users from all over the world using the app. Organic growth only.

The product’s Growth seemed to be plateaued by then, and we started working on how to define our product’s objectives, and prioritize and develop new features.

After collectively prioritizing actions and organizing the team to tackle them, we jumped into the development of the major feature we’d be adding to our project: New free cards and card packs.

While developing this new feature, the app also got unlisted from Google’s Play Store. This halted our investments and efforts in developing this project further but stands as a great success for all of us involved with it.

New projects

One of the projects we are currently developing is a new concept that will subvert the usage of money in Brazil’s frontier of what technology means to our society.

This project is currently in its early stages of development, defining what will be its main features and who will be part of this project.

Want to be a part of it? Please reach out to me via e-mail or LinkedIn

Seven Skin is a collaborative Design studio built in Brazil exclusively with volunteer work. This is the short version of how it came to exist, how we tackled design issues, and what we’re doing next.

The objective

In early 2020, after working for 6 years in the tech industry, I felt like every place I ever worked at undervalued design.

In some cases this neglect of product quality and design is observed as the classical “no user research allowed”, some sort of heritage from the waterfall product development cycle of the past.

But often exists in a way that companies understand the concept of building value from people’s or users’ perspectives, but don’t fully grasp what it means to think about their processes as a way to develop a product that carries an experience that moves people.

The group of people that started Seven Skin studio believe that this is a huge opportunity inside the market, leading us to explore this hypothesis where building a product that aims to solve all these industry standards involves:

  • Investing and overinvesting in quality design.

  • Creating products that deal with socially meaningful topics.

  • Working with these projects out of our interest. To have fun.

One way that I try to express this concern in a hopefully clearer way is with the image above.

When or how does the incremental product development approach becomes a refined and polished experience that appeals to people such as the Dynamic Island feature Apple presented in 2022?

Our first project

I also feel it is important to go through the process of deciding what product we’d build first.

Everyone had their ideas pre-built, but since it was a side project for everyone involved we had our mission of building a project with a focus on quality while also having a simple interaction map.

This would make it possible to build the product with zero budget, still having an MVP mindset, but balancing quality through our lenses.

We started brainstorming with text, moved into market research where we highlighted features and qualities that apps have, and then funneled these down into the main features and themes our product would have. A personalized design thinking workflow, you could say.

Turned out that at the end of this process we settled on a sexual theme. Honestly, it was hard to wrap our heads around it but ultimately it made sense and we rapidly saw that the difficulty we were facing dealing with that theme was one of the reasons why we should build this project.

This would allow us to explore the following:

  • Develop a socially relevant theme and talk about sex in a healthy way where the industry does not have the care needed.

  • Solutions around this theme were extremely underwhelming and still have to this day a very low standard.

  • Sex is popular! And should also be approached by technology in ways other than the porn industry.

Our first approach was trying to build a sex dice game using Unity, the popular game engine and eventually we simplified the concept even more transforming the app into cards - also baptizing the app: Sex Cards.

Our product focused on key elements such as:

  • A simple interaction that could be done with one single touch

  • Gender-free depictions of love, without clear roles.

  • Universally understandable interaction with low usage of text.

The first version of the app was built and launched in Google’s Play Store beginning of 2020. We learned during that process that it would be impossible to launch our product inside apple’s restricted environment, even if the app existed for educational purposes, sexual content is not allowed even if it’s restricted to adult audiences.

Project development

As our first product launched and matured in the market, we kept looking at its growth, which would validate or invalidate our hypothesis about quality experiences ruling over complexity.

By March 2021 we had 20,000 monthly users from all over the world using the app. Organic growth only.

The product’s Growth seemed to be plateaued by then, and we started working on how to define our product’s objectives, and prioritize and develop new features.

After collectively prioritizing actions and organizing the team to tackle them, we jumped into the development of the major feature we’d be adding to our project: New free cards and card packs.

While developing this new feature, the app also got unlisted from Google’s Play Store. This halted our investments and efforts in developing this project further but stands as a great success for all of us involved with it.

New projects

One of the projects we are currently developing is a new concept that will subvert the usage of money in Brazil’s frontier of what technology means to our society.

This project is currently in its early stages of development, defining what will be its main features and who will be part of this project.

Want to be a part of it? Please reach out to me via e-mail or LinkedIn