ChallengeThe biggest challenge was to convince users to leave their existing app model. Utilize low weight design and a UI that quickly informs the user of games they’re interested in playing.
This study asks if a fast and convenient interface is important enough to change user behavior? |
Proposed SolutionAfter conducting a competitive audit and a sample survey, to better understand the challenges and potential pitfalls, the proposed solution was to develop a subscription based gaming app that would allow users to download and play games with increased frequency.
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What I didUser Research, Persona Journey Mapping, Unmoderated Usability Study, UI Redesign, Lo-fi & Hi-fi Prototyping
Initially, I designed a layout similar to many popular streaming services. Users spend a large portion of their time searching for content, but when it comes to gaming, I learned users want to start playing as soon as possible. |
OutcomeA Figma Prototype designed to heighten app usability, with quick navigation tools, to help deliver intuitive UI for onboarding new users.
Additional findings indicated that a subscription based model would have to offer privacy and ease of use. Despite providing unique and targeted search tools, users are more inclined to play games that are popular among other users. |
Table of Contents
1. Research Questions
3. SKETCHES & PROTOTYPES
5. KEY TAKEAWAYS
- Primary, interview questions
- Secondary - Competitive Audit
- Research Summary
3. SKETCHES & PROTOTYPES
- Sketches
- Wireframes
- Lo-fi & Hi-fi prototypes
5. KEY TAKEAWAYS
Research Questions
Primary Research
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At the start of this project, I assumed users would be deterred or overwhelmed by the ever growing number of game titles in the marketplace. Additionally, I found that users are willing to endure their current app store offering because of its low impact and convenience.
Admittedly when I began this project I utilized a rather small and inconsistent testing group. My idea was to simply blast this survey across twitter and discord and rely on the generosity and time of others. After filtering through some (a lot) of nonsense responses, I received a few responses from users interested in providing valuable feedback. Upon my next iteration, I developed a more controlled process for obtaining feedback. I reused previous contributors while also narrowing my target audience. I reached out to design, tech, and video game specific channels and the data was significantly more useful. Reducing the overwhelming amount of information on the landing page allowed users to find the games they were looking for faster. A streaming style layout when users spend a large portion of their time looking for content, but when it comes to gaming, I discovered users want to start playing as soon as possible. |
Interview Questions
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Secondary Research
Competitive AuditThe great thing about mobile operating systems is that there is usually a vetting process to ensure a new app meets the provider's security and usability standards before the app is released to the marketplace. This means that there is a multi-step process that ensures all available apps / games are secure, ultimately reducing the number of legitimate, viable competitors.
Given this information, I was able to quickly test many of the available Arcade apps in the marketplace. I focused on their landing page, onboarding process, and UX navigation from discovery to check out. Research Challenges
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Research Summary
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Through exploring the various App Store offerings and after conducting interviews with users who play mobile games, it became apparent that users were interested in selecting from a variety of indie titles. Yes, the majority of users are inclined to play the most popular titles, but with a subscription based platform, users feel there is more leeway to take risks with new indie titles.
The largest frustrations arose when users wanted to find recommended games that were cheap, safe, and fun. However, given the multi-step security of most mobile providers, and considering a low-barrier price point, it seems the cost advantages of a subscription based model would be attractive to new and old mobile gamers. |
User persona & Journey map
Personas
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Based on my user research and competitive audits, I designed numerous personas which I referred to throughout the entire process.
Included in each user persona are Age, Education, Hometown, and Occupation. Additionally, it provides context for app needs, personal goals, and family life. The desired intent was to provide a wide look at users with different life demands and a varied approach to personal preference when it comes to playing mobile games. |
Sketches & Prototypes
Sketches, Wireframes, Prototypes
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The easiest way to get ideas on paper, without focusing too much on perfecting the end result, was to use pen and paper.
Early iterations were found to be too congested. After receiving user feedback, the concept was trimmed down to reduce excess "noise". Additional user feedback helped to condense this even further in the final prototype. |
Interactive Prototype
Interactive
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Features I changed:
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Click the screen above to navigate the prototype. Interactive elements will be highlighted briefly in blue on each screen.
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key takeaways
Moving Forward
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From the start of this project the goal was to determine how users decide which apps they want to download. Based off historical practices, users are comfortable doing that which is easiest to them, however if you're able to offer an alternative, then users care most about price point and whatever reducers the barrier to entry.
Price point and App security are high value points that users will take into consideration when navigating towards something new. |
Wanna know more?
Drop me a line
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Email: [email protected]
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