The app released for iOS and iPadOS has garnered significant attention from various sectors as a pop-style game app, a rarity for a major electronic musical instrument manufacturer.
User reviews in the app stores have been favorable, and it is raising expectations as a method to approach new customer demographics, bridging the gap to instrument purchases.
Further feature expansions and service developments are planned, including multi-language support for global deployment, integration with electronic drums, and Android compatibility. Monstar Lab continues to provide support for further service improvement.
In planning a new business model, Roland was seeking to acquire a new user base. While they enjoyed strong support from existing users, including professional musicians both domestically and internationally, they felt there was still room for improvement in appealing to younger demographics in their teens and twenties, as well as to women.
They considered the key to permeating the value and appeal of their products to be letting users experience \"the fun of keeping a beat.\" The main focus was on \"what approach would be optimal and effective\" for light users who are interested in music but have not yet purchased and played an instrument.
In collaboration with Roland's internal project team, we conducted persona design, competitive research, and market research. We generated service ideas through design sprints and translated them into service designs.
The concept that emerged was to \"respect individual rhythms.\" Unlike existing music games that compete on the correctness of hitting sequences, we adopted a specification that allows users to freely arrange the rhythms they play within a beat according to their own sensibilities.
For UI/UX design, we placed the highest priority on making it enjoyable even without musical knowledge. We deliberately avoided using musical notes in the representation and incorporated visuals that are approachable for younger generations and women, thus avoiding an overly academic feel.
On the development side, we proposed development in Flutter, which allows for multi-platform compatibility, considering future scalability. After conducting thorough technical research, we created mockups and repeated PoCs to fine-tune the responsiveness that is the core of the music game.
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