Empathy, Innovation, User Experience

The Monopoly Hotline

51% of Monopoly games result in an argument, according to a Hasbro survey of roughly 2,000 players. You have the same odds of having an argument with a friend of family member over Boardwalk and thimbles, as you do at calling a coin flip. In order to help smooth things over during the holidays, Hasbro UK and Ireland has launched a Monopoly help-line, which you can read about here.

While a noble gesture, my question is “why?” Does it address the problem at the root of the heated arguments? Does it add unique value that the players can’t achieve on their own? Their survey also collected the top ten reasons for Monopoly-related madness. I’ve added a column to their results to sort responses into categories.

Stated Problem Category
1. People making up rules Rules and mechanics
2. Unsportsmanlike conduct of winners The unspoken code
3. People buying un-needed property you want The unspoken code
4. People taking too long on their turn The unspoken code
5. Bank heists Cheating
6. Deliberate miscounting when moving Cheating
7. Who plays banker Rules and mechanics
8. Property auction process Rules and mechanics
9. Choice over tokens Rules and mechanics
10. Rules of “Free Parking” Rules and mechanics

Now some of these categories, Hasbro would have a hard time fixing. Cheating is already against the rules and has more to do with inter-player trust and false accusations from sore losers. The unspoken code feels like baseball, where you have to tip your hat when a pitch plunks a batter, not get too excited about a home run, or slide too hard.

But Rules and mechanics, this should be in a board game’s wheelhouse. Let’s examine Hasbro’s solution. You are having an argument and you call the hotline to say you are having a problem. On the other end of the phone is a person with the same rule book you have, and they will read the rules back to you. Tell me this doesn’t sound maddening. If it can be solved with someone reading the rulebook, a player already has the tools in hand to solve it.

This feels like a case where player empathy has only hit the shallow end of the solution pool. With 50% of the top ten resulting from Rules and mechanics (or lack thereof), we can dig a little deeper and create unique solutions beyond the rulebook.

PROBLEM: Rules of “Free Parking”

This results from generations of House Rules that disagree with the rulebook. One idea would be to write out the House Rules as amendments to the existing rules. Also, this would be one main point of a “Quick Play Rule Blitz”. After years of playing the same game, we all play the game on our memories of the rules. Let’s have a fast and furious refresher that hits the three to five most contentious points.

PROBLEM: Choice over tokens

Look, we all have our favorite. And sometimes, many people share the same favorite. This can be quickly solved with any number of minigames: draw straws, guess a number, draw a card. How about a token draft? Start with the youngest and draft up. Or the person who played the game the most recent. Lots of options here if we step beyond the “free-for-all” lack of structure.

PROBLEM: Property auction process

See “Rules for Free Parking” solutions above. There are rules, people use their own rules, agreements need to be made.

PROBLEM: Who plays banker

The Oregon Trail Card Game has a great solution for this. The youngest player is the shopkeep until someone dies, then they are the shopkeep. Monopoly could institute a similar selection process. However, the bank seems to be a constant point of cheating accusations as well. So let’s not have one person be the banker. Let the banker responsibility move. The player with the least amount of properties could be the banker. You catch up, then the responsibility shifts. If you’re cheating, you can only cheat so much before someone else gets a chance.

PROBLEM: People making up rules

This also feels like years of House Rules from different houses combined with faulty memories. Again, I think the “Quick Play Rule Blitz” at the beginning of a game gets everyone on the same page. There is also a chance for people to submit a House Rule, an alternate rule, that the rest of the players can vote on. Perhaps an extended part of the game token draft.

The next step is to try some of these solutions. They could smooth out the pain points, they could make them all worse. We won’t know until we try. The best part is they’re all actionable with only minimal planning. In fact, we’ll try these on our next playthrough of Monopoly.

Go forth and be awesome, and if you pass Go, collect 200 imaginary dollars.

Being Awesome, Empathy, Going Forth, Innovation, User Experience

Making Customers Feel Cool

coolCurves are the enemy of fast moving trains. Just ask Denzel Washington and Chris Pine in Unstoppable. Nearly 30 years before the movie, The British Rail Research Team unveiled the APT. The APT was a train that tested out at an amazing top speed of 160mph, and could safely sprint 40% faster than any other train through curves. And it failed.

In 1981, the first public riders traveled aboard the APT and felt motion sick from the uncommon tilting that allowed the train to rip through the bends. Data, speed, and savings aside, the customers did not feel cool while leaning and the train quickly picked up a nickname. The Queasy Rider.

“If people are made to feel uncomfortable in the kitchen, they won’t go in there.”- Giada De Laurentiis

The APT was technically a marvel, doing something that the long, rigid rectangely trains never could before… lean into the curves like a well-trained sprinter. However it was the user experience that lacked the sparkle. It’s hard to argue how neat it is to go 40% faster when the rider is busy holding onto their lunch. The user experience is a major key.

Design thinking encourages us to find the real root problem for customers, and to evaluate what jobs they need a solution to do. Yet if your solution solves the problem at the expense of user experience, then it is doomed to fail. There is a famous quote by Leo McGinneva, while talking about how customers don’t go to the hardware store to buy quarter-inch drill bits. He said, ‘They don’t want quarter-inch bits. They want quarter-inch holes.” It’s easy to abstract this into a postulate:

Customers aren’t buying products, they are buying a version of their life with a problem solved.

People purchase products because they can make life easier, more enjoyable, more rewarding. This is why medicine comes in flavors now. Why choke down an unpalatable tonic when you can get the same benefits with bubblegum flavor?

It is easy for us to focus on the tangible features when developing a prototype. But it is crucial to bring user experience into the equation as early as you can, and for as many steps possible. There needs to be devoted thought to the future user and making them feel like they’re getting ahead of the game by using your product. Fast Company has a great article tackling the marketing angle of this. In it, Belle Beth Cooper (co-founder of Exist) says “A feature is what your product does; a benefit is what the customer can do with your product.”

“Empathy is about standing in someone else’s shoes, feeling with his or her heart, seeing with his or her eyes.” – Daniel Pink

APT eventually returned in 1984 after some work to shore up the uneasy feeling in the tilt. This time the reviews were much better, but not good enough to save the train. The negative user experience and nickname lingered, and all APT’s were removed from service by 1986.

Think about your project. Is it full of fantastic features but leaving the core customer queasy? Maybe it is time to lean into some user empathy and tilt your solution in a different direction.

After all, our customers shouldn’t just be able to go forth. They also need to be awesome!