Chapter 4. Case Studies
Throughout this report, you’ve seen several short examples of different businesses’ experiences with building video platforms. In this final chapter, we’ll dive deep into four case studies of companies with very different needs. In the interests of privacy, we’ve provided pseudonyms for these businesses and have changed some identifying details; however, the events described are real.
Please Don’t Stop the Music: Company A
When companies first attempt to build a video system in-house, they often try to cobble something together from a few sources, only to discover that the project is not shaping up the way they had hoped. Disappointed, they seek out a third party to build the system for them.
This was the experience of Company A, an online music community designed to allow fans to support musicians. Company A wanted to offer ticketed live-streamed events. This was 2020, at the height of the COVID-19 pandemic, and that meant touring wasn’t possible. Company A saw this new service as a way for artists and fans to connect even when they couldn’t be together in the same physical venue. Its vision involved more than just broadcasting a concert: artists would also be able to chat with fans, and a virtual merchandise table would allow them to sell merchandise and albums during the show. Being able to go live and integrate live communication was pivotal to this project.
Company A wanted to make its video player an artist-first experience. Its design priority ...