Why typical “Learn, Build, Measure” methodology may be misleading?
OODA Loop is a decision-making framework, developed by John Boyd consisting of 4 steps:
❶ Observation Identify the problem. Gain an overall understanding of the environment.
❷ Orientation Defining what should be the next steps and why. What’s your timeline and how feasible your solutions are?
❸ Decision Check your resources and data. Take into consideration all the potential outcomes.
❹ Action Define who’s responsible, prepare the scenarios and take the actions.
👉 HOW TO USE IT FOR GAMES?
OODA Loop is one of the best approaches when you want to optimize your user experience.
First you identify a friction or you want check a UX theory.
Then you start checking your data, things like your custom events, your data dashboards, etc.
Often you need to write new queries in order to inspect some new ratios and broaden your view.
Once you have those data, it’s time to define some scenarios which then they will be converted into A/B tests.
You prepare the ground for performing those A/B tests i.e. implementing more custom events, modifying your UI/UX based on your scenarios, gather a pool of significant amount of users, etc.
and you run those A/B test.
Does it end here? No, you have to repeat OODA Loop again to make the final calls.
👉 Now, some may argue that OODA Loop is just like the “Learn, Build, Measure” cycle.
The beauty of OODA Loop is in its Observation and Orientation steps.
Often in “Learn” step people forget to check their current resources and environment, hence they see the problem through a complicated lens which then leads into complicated solutions
OODA Loop makes it easier to identify your strengths and weaknesses, define your scenarios and take the action.
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