POWERING
OurMoves

PLAYY® MOVES-what

The world is changing around us, and as a company, we needed to evolve to thrive in this shifting landscape. We’re constantly reinventing our business to try and stay ahead of culture and technology.

The core foundation of our company goal was to create a culture and an atmosphere that allows our people to do the best work that they are proud of. As a company that takes pride in building a business that matters, we wanted to position ourselves within an area we feel our brand could thrive and live by example.

Our work revolves around brand experience, business design, and development. The essence that runs throughout our years of practice is people-centricity: First and foremost, we think who will end up utilising what we’re creating.

Sec.
/

Brand Experience

"Brands have typically combined experiences with services, but experiences are a distinct offering, as different from services as services are from goods."
Akash Reddy
CEO, Co-Founder
We enjoy designing experiences; a lot. We pay attention to the evolution of technology and try to be aware of what's happening globally, culture- and trend-wise.
We approach it with a well-balanced, hopefully, a mix of aestheticism and pragmatism.
  • Whatever the experience may be, it has to be functional and valuable and has to help people in every action. We also want things to stand out and communicate implicitly just not only utilitarian: There's a great deal of emotional aspect that we care about.
  • It's worth noting that we don't just create structured models and call it a day. We act on the technical implementation and overlook the entire process — we believe this is the only way to achieve the results we're after.
  • Design and technology work together conjointly, and you can't just throw the designed static screens at third-party developers and expect them to make everything work magically. Making sure that the live product represents the designs accurately is half the job and sometimes more that requires close collaboration, meticulousness and… a lot of patience.
Sec.
/

our Learnings

An experience is when a company purposefully uses services as the stage, and goods as props, to engage every individual customer in a way that creates a unique event. Commodities are fungible, goods tangible, services intangible, and experiences memorable.
The Realms of an experience
Four Realms of experience

Experiences, like goods and services, have to satisfy consumers’ needs; they have to work and be deliverable. Just as goods and services resulting from iterative research, design, and development, aspiring experience brands will need to master the iterative process of exploration, scripting, and staging—capabilities.

Designing Memorable Experiences

We believe that experience design is as much a business art as today’s product design and process design. Indeed, design principles are already evident from the practices and results that companies have advanced into the experience economy.

Theme experience

An effective theme is concise and compelling. It is not a mission statement or a marketing tagline. It needn’t be publicly vocalised in writing. But the theme must purpose all the design elements and staged events of the experience toward a unified storyline that wholly captivates the consumer.

Harmonize impressions with positive cues

While the theme forms the core foundation, experiences must be render lasting impressions. To construct the desired impressions, companies must introduce cues that affirm the nature of experience to the consumer. Each cue must support the theme, and none should be inconsistent.c

Eliminate negative cues

Ensuring the integrity of the consumer experience requires more than the layering on of positive cues. Experience stagers also must eliminate anything that diminishes, contradicts, or distracts from the theme.

Entering the Experience Economy

As the experience economy unwraps, more than a few experience stagers will exit the business. There is no assurance of success; no one has invalidated the laws of supply and demand. Companies that fail to provide consistent, engaging experiences, overprice their experiences relative to the value perceived, or overbuild their capacity to stage them will, of course, see pressure on demand, pricing, or both.

Business innovation, which threatens to render irrelevant those who relegate themselves to the diminishing world of goods and services.

Joseph Schumpeter
economist