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“COVID-19! Please let me see my Influencers!”: A User Research on ACGN Fans

Firstly, I chose to target casual fans who attend ACGN Exhibition in their leisure time without specific purpose. However, as I conducted my interviews, I found that my interviewees had one thing in common: they all participate in ACGN Exhibition to meet their favorite ACGN influencers. Therefore, I refined the target persona to fans who specifically go to ACGN Exhibition for ACGN influencers’ meet-and-greet events.

This type of target persona was chosen because they are the main consumer group of ACGN Exhibition with clear goals and strong intentions. They are mainly young people aged 18-25, who have independent consumption ability, attach importance to spiritual life and are willing to consume cultural and entertainment services for their favorite IP or ACGN influencers (for example, all interviewees are quite willing to buy VIP meeting tickets which are twice the price of ordinary tickets). The offline ACGN Exhibition has transitioned from a gathering of common fans to a gathering of fans of ACGN influencers and IP activities. The ACGN’s image has become the focal point of efforts to increase its commercial value. Famous IP or ACGN influencers have a high fan loyalty viscosity. Therefore, the ACGN Exhibition is no longer a simple party. ACGN fans now go to the offline exhibition mostly to meet ACGN influencers (Character Voice Actors, Cosers, and Authors), take part in IP-themed activities, and buy limited derivatives.

Initial project scope can be decided by identifying the user requirements and business objectives, as well as by making the customer journey map and story map. This will serve as the foundation for creating the problem statement, functional specifications, and content requirements that will guide solution development and data collecting in a later stage.

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