Case Study

4 to 6 min read

Quest Board

There always seems to be a few games that players look back and play repeatedly. However, they eventually end up being bored due to replaying the game heavily. Quest Board features community driven challenges offering endless ways to replay a gamer's favorite video game.

Background

As a UX Designer, I figure there will be a day where I will have to present to stakeholders and B2B.


I looked back on my previous experiences in university online classes and disliked presentations with poor audio and visual quality.


I want to find out — Is it REALLY a problem to have low-quality audio and visuals (referred as: A/V henceworth)?

CLIENT

Presentime
(Conceptual)

TEAM SIZE

Solo UX Designer

TIMELINE

Dec 23' - Feb 24'

DELIVERABLES

Prototype

Problem Discovery

The idea started when when I began to play retro video games.

Idea Formation

White Paper Research

Although I certainly had fun playing my childhood games; the magic certainly wasn't as exciting as before. I knew how to beat the game easily - put simply, I loved playing the game but, there was no challenge having played the game countless times.

How might we increase engagement time for gamers who want to replay their favorite video games?

  • Gamers can ENJOY how a game plays but lose interest once they've replayed it several times.

  • Creators aren’t sure if they’ll be able to edit this later, or before they launch it (they can)...this causes them to abandon until they have the perfect copy and images

Research

Before forming ideas, I needed to see how often people faced the same problem. Through my research I discovered a vast majority only a video game once.

Data Gathering

I searched through forums documenting how many times a user replays a video game. Furthermore, I wanted to find the end reason why users choose to not replay a game.

Data Results

Research Constraints

  • Does not take into account genre or games designed for replayability such as rouguelikes.

  • The researched data primarily involves games with a finite endpoint. Therefore, most data excludes multiplayer.

BAR GRAPH

Number of Replays for a Video Game

Based on fourty answers from various forums

PAIN POINT

Knowing What Happens

57% of the reasons stated, knowing what happens in a game results (where enemies spawn, item locations ect.) in players losing interest in replaying a game.

PAIN POINT

Story Completion

44% of the reasons stated, that players feel no incentive to replay the game after completing the main storyline - including side quests and secrets.

PAIN POINT

Lack of Difficulty

24% of the reasons stated, that replaying the game (even in hardest difficulties) results in a loss of interest due to lack of difficulty.

Key Insights

Interviewee Psychographics

I noticed when reading through responses; that gamers tend to stay engage in a game longer when the following qualities are introduced into a game.

Variability

Interviewee Psychographics

Users tend to replay games where variable "builds" are can be used. These builds can add uniqueness or difficulty to keep users engage.

Imposed Challenges

Interviewee Psychographics

Self imposed challenges (no items playthrough) keep users engage by providing unintended ways of playing the game - but, adding more levels of enjoyment.

Added Difficulty

Interviewee Psychographics

Increased difficulty from variability and imposed challenges establishes a new goal to reach — effectively driving engagement.

Assumptions

Interviewee Psychographics

The key insights revealed to me that they added replayability to a game; the factor that keeps users constantly engaged to a video game because of new goals being established.


I further assumed this to be case based on hard confirmations by users on forums.

Assumptions and Reasoning

Based on twenty answers from various forums

Establishing

Wants and Needs

Establishing

Wants and Needs

Forming the wants and needs of the user helped shaped the data into a problem.

USER WANTS

Enjoyment from a Game

A user WANTS to enjoy a particular game for various reasons. However, the game lacks variability and end up not playing.

USER NEEDS

Replayability

Some games feature no replayable elements. However, the user NEEDS replayability to enjoy a game.

Practical Example

Danny WANTS to replay Super Mario 64 for nostalgia and he loves the gameplay.


He KNOWS all the levels and secrets the game has to offer.


Danny ends up NOT PLAYING the game but, really WANTS to. He NEEDS to find a way to make the game replayable.

Problem Statement

Users lose interest in a game because they know what will happen, a lack of difficulty and challenge. However, users WANT to enjoy the game.

How might we increase engagement time for users on a video game that doesn't offer any reasons to replay?

Research shows that monotony is the killer of engagement. Users are still capable of loving a video game - however, they feel as though there is nothing left for the game to offer.

Product Goal

Product Goal

Incorporating variability keeps video games constantly fresh by adding new goals. The end goal is to find a way to continue adding new challenges to increase engagement in a video game.

Ideation

Based on the solution goal, I ideated on ways to deliver the solution. I also ideated on ways the product would grow based on psychology.

Inspiration

Features and Backend

I drew inspiration from the speedrunning community for video games; the community creates their own challenges for games that span multiple decades, ensuring constant variability and new goals to reach.

Why take inspiration from the speedrunning community?

The speedrunning community features community driven challenges. Even for a game such as Super Mario 64 from 1996; the community constantly creates new categories of challenges despite the age of the game.

Points of Interest

  • New challenges to increase engagement time and enjoyment for a game.

  • Adds difficulty to a video game that users have played a lot.

  • Adds replayability to games that weren't designed to be replayed.

Product Needs

Features and Backend

The product fulfills the needs of users who DON'T KNOW they can turn to communities to add replayability to their game.

Solution Delivery

Process Whiteboarding

The challenges and categories created by the speedrunning community are user generated content.


I came to the idea of implementing social media (blog posts) as a medium to deliver user generated content.

USER TARGET

Content Creators

  • Driven to create challenges that can be popular.

  • More content creators equates to more challenges for consumers.

USER TARGET

Content Consumers

  • Appeals to consumers who seek replayability.

  • Appeals to consumers who seek replayability.

Positive

Reinforcement

Process Whiteboarding

The product establishes a loop where positive reinforcement drives product growth.


Positive reinforcement from engagement drives users to create more content - effectively creating endless content for replayability.

Identity

Features and Backend

The product was focused on gamers. I ideated on on how to convey the identity of "video games" to the user.

Past Explorations

Process Whiteboarding

I drafted down several ideas that came to mind and listed the pros and cons of the idea.


In the end, I came to

User Experience Formation

I chose to form the user experience of the product after ideating on features, identity, and workings.

Task Flow

Process Whiteboarding

Final drafts of task flows used to act as guidance.

Task Flow Legends

Process Whiteboarding

Task 1 - Accepting a Quest

Process Whiteboarding

Task 2 - Accepting a Quest

Process Whiteboarding

Task 3 - Create a Quest

Process Whiteboarding

Wireframe
Anatomy

Process Whiteboarding

The most important feature of the product. It as a blog post style but was reframed to be easily digestible.

Quest Page Breakdown

Page Features

  1. User Engagement Statistics to motivate creators to produce high-quality content.

  1. Quest Details offering a quick summary of task, difficulty, and number of people.

  1. Requirements to with checks to complete quest. Can include optional bonus requirements similar to some games.

Design

I jumped straight into Mid-Fidelity wireframes because the feature was primarily fixated on selecting easy to understand words and concepts. Final draft layouts were then pasted into a dashboard format - then adding CTAs.

Visual Design

The Stream Wizard

The theme of the design featured RPG terms to appeal towards the gamer market. In addition - many gamers prefer to use dark mode.

Quest Board

A hub to pickup and search for quests.

Quest Details

User generated quests offers endless replayability to any game.

Profile Page

Track how many quests you finished or how many quests you've created. Showcases inspired by Steam, gives users tangible rewards to work for.

Create Your Own Quest

For users who want to design their own quest for themselves or others.

User Testing

Although the prototype is severely limited due to Figma and technical constraints, I was able to gather valuable opinions and feedback.

User Testing

I gathered a set of five participants to test the Prototype in order to identify any unclear explanations and UX problems.

Results and

Feedback

Results and Feedback

The feedback I received from testing showed a sounding success.

Post Launch Ideation

Although this is a personal and conceptual project, I drafted a few ideas of what could be done to improve the product.

Next Steps

I chose to develop the product as an MVP livestreaming service only; however, there's a few decisions I would take if this product was real.

Post Launch Decisions

Post Launch Decisions

  • Stagger new A/V features to further improve quality and prevent cognitive overload.

  • Introduce premium advanced features for monetization such as - custom sound EQ.

  • Add key features such as video recording.

Reflections

Thank you for reading! As my UX skills continue to grow, so did my process and time optimization.

Challenges

  • Critical Thinking. The project was designed around optimization based on environment. However, it took several drafts before I could reframe "Bitrates" into "Upload Speed" then create a formula to account for presets AND no stuttering/buffering.

  • MVP Decisions and Time Constraints. Prioritizing what's needed and included in MVP prototype was a hard choice. However, if I had more free time I would have designed the livestream and chat UI.

Learnings and Improvements

  • Process Improvement. Skipping lo-fi wireframes because I knew the product relied more on UX Writing and I could reframe it into a dashboard format — as is most livestream applications.

  • Design simplification. It's okay to have a minimal design, and I prioritized the UX over flashiness.

6:59:44 PM

© 2024 - Fia

Website Theme: Space 🌌 + Stationery 📝 = Space Station

6:59:44 PM

© 2024 - Fia

Website Theme: Space 🌌 + Stationery 📝 = Space Station

6:59:44 PM

© 2024 - Fia

Website Theme: Space 🌌 + Stationery 📝 = Space Station