The payer
Wants to buy for family but can only lend their account. History gets mixed, recommendations skew, renewals are forgotten.
Business impactWillingness to pay, with nothing to buy
I designed and led China's first family account system built for elders and kids. Adult children invite their parents and children, pay for them, and look after them, turning account sharing into a product people pay for.



Figures from the 6 months after launch. Grey-launch revenue data is in Results below.
A family account touches login, payments, risk and three very different users at once. I planned it as one system, then shipped it in layers.
Memberships are sold to one person. But people watch as families: adult children pay for parents, parents choose cartoons for kids, everyone shares one password.
Every side of the triangle carries both. The adult child wants to look after everyone, but can't be there. The elder wants company without being a burden. The kid just wants to keep watching. The family account had to keep the care and take the friction out.
Wants to buy for family but can only lend their account. History gets mixed, recommendations skew, renewals are forgotten.
Business impactWillingness to pay, with nothing to buy
No account, or can't log in. When the 30-day session expires, the shows are gone. Search is hard with voice and pinyin.
Business impactQuiet, low-activity, easy to lose
Watches for hours when parents are out, with no control over what plays next. Parents don't want to be the one who says stop.
Business impactParents don't trust the platform
Phase 1 goal agreed with the membership team: close the loop of create family → invite → pay, without cannibalizing individual memberships, compromising security, or asking elders and kids to learn anything new.
From senior-user research, kids' audience insights, parent interviews and grey-launch data.
A shrinking social circle makes online products a source of company. Ease beats efficiency: most scroll the home feed rather than search.
"Retirement deflated me. I'm afraid of being left behind, so I keep learning new tech."BEIJING · 60 · FEMALE
"I don't want to be the bad guy. Let the platform say they've watched enough."JIANGMEN · PARENT OF A 9-YEAR-OLD
The "pay for family" entry drew 5,690 UV and ¥6,700 GMV a day in grey launch, with no negative feedback. People will pay once more for someone they love.
We designed two directions side by side: Netflix-style profiles inside one account, or a main account that invites and binds others. Phase 1 chose binding.
With the membership team I designed discounts that only work when buying for a family member: VIP monthly at 52% off, SVIP at 54% off, once per member per plan.
After launch, we moved the discount weight toward quarterly, annual and SVIP plans. That one change lifted order value about 2.6×.
I also scoped a standalone family SKU, FVIP: one purchase, 2 to 4 seats, mixed tiers.

Family discounts are an invitation to "carpool" strangers. A few limits keep the family a family, while normal users never notice them.
Phase 1 did five things and proved families would pay. That data earned Phase 2, which splits into four lines, one for each unmet need.
I led the interaction framework for every key flow, mapping each screen from the main account's view and the joiner's view. Click any board to see it at full size.
Buying and binding started as one step, so parents had to pay before deciding who for. I split them: build the relationship first, then suggest "Not a member yet · get it for them" right on the member card.
For elders and kids without accounts: log in with the main account and pick a profile, open an invite link, or type a temporary passcode. Repeat logins ask the main account to approve.
Where the family SKU lives: a buy entry in the membership center, two layouts for the post-purchase profile, and a seat and device manager.
The member page carries both connection and parental control. Empty, kid and elder states share one framework, which kept build cost low.




When the time limit is reached, the player says it, not the parent, with an option to finish the current episode first so kids aren't cut off mid-show.
Grey launch proved families would pay. Once discounts shifted toward long-term and SVIP plans, daily revenue cleared the Phase 1 goal within days.
Phase 1 only had to prove that family ties lead to payment. That proof bought the resources for Phase 2.
The discount structure, not a new screen, was the turning point in the revenue curve.
Only 36% of families got a member to join. No-account profiles answer that directly and should have shipped earlier. The parent study (N=30) still needs a larger sample.
In a family product, the user isn't a person but a relationship. The one who pays, the one who watches and the one being protected each need their own design.