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Quest Board

Case Study

Introduction

Quest Board

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 and Summary

I created an application to encourage users to play their old video games. Quest Board delivers endless community generated content in the form of "Quests".


Quests act as self-imposed challenges to offer endless replayability possibilities with user generated content.

Project Information

Client

Personal Project

Team & Role

Solo UX Designer

Timeline

March 24' (2 Weeks)

Deliverables

Prototype

Defining the Problem and Setting Goals

Screen provided to me for the redesign contest. Static image ONLY.

Problem Inspiration

I've always enjoyed coming back to old games because of the gameplay. However, I found myself getting bored because, I already knew the plot and how to beat the game easily. I wanted to find out if other people have this issue; and if so, how can we make old games fun to play again?

Initial Problem

Discover how to add replayability to increase enjoyment and engagement time on previously completed video games.

Initial Project Goals

  1. Understand why users grow bored of completed video games.

  1. Understand why users grow bored of completed video games.

  1. Determine a solution to add enjoyment to old video games.

  1. Determine a solution to add enjoyment to old video games.

Research

I started with research in order to determine why users stop playing a game that they previously enjoyed. The gathered insights and opinions guided me through the ideation stage.

User Research

Discovering the problem with replayability

I reached out to gamers through messages on Discord and social media.


I drew from their experiences by asking if there's a game they want to play again but, lack the motivation to replay them.

I reached out to gamers through messages on Discord and social media.


I drew from their experiences by asking if there's a game they want to play again but, lack the motivation to replay them.

Pain Point 01

Having Previous Knowledge

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 02

Completing the Story

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 03

A Lack of Challenge

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

What it all comes down to…

The pain points all feature a lack of variability and challenge. A lack of new experiences hurts the replayability of users, causing them to drop a game they enjoy.

Forming Wants and Needs

Forming Wants and Needs

Emphasizing with the User

Emphasizing with the User

The data gathered from my research brought insight onto what the user wants in order to enjoy a game again. I transformed the wants into user needs to narrow down my focus during ideation.

User Wants

Gameplay Variability

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

User Needs

Replayability to Games

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

User Story

Forming the Broader Picture

Forming the Broader Picture

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.

The Problem

I needed to form the problem and goals to ideate on the right solution.

Problem and Goals

How might we add replayability to games users have finished so they can enjoy them once again?

How might we add replayability to games users have finished so they can enjoy them once again?

Users want game variability and need to add replayability to their games. However, I needed to ideate on ways to deliver the solution.

Product Goals

Product Goals

  • Provide a solution to add replayability to games users have replayed.

  • Align users needs with business needs.

Case Study - Specific Context

Why include business prospects on a conceptual personal project?

I wanted to approach this case study to learn and understand the product design process. Ideating on how a product aligns to user and business needs helped simulate the real life process as much as possible.

Ideation

With tangible problems provided; I chose to ideate on solutions.

Main Pillars of the Product

Reverse Engineering the Pain Points

Reverse Engineering the Pain Points

Transforming the pain points into resolutions formed the core pillars of the product. By forming the resolutions the goal was now fixated on deliver them.

Resolution 01

New Experiences

New Experiences

Users need new experiences to enjoy the game once again. Adding "new ways" to play the game adds replayability.

Competitors fail to explain crucial A/V terms and practices, leading to poor quality or technical problems.

Resolution 02

Adding Incentive

Adding Incentive

Users don't feel incentivized after completing the story. Adding ways to add incentive helps form replayability.

Resolution 03

New Challenges

New Challenges

Adding challenges to a game reduces monotony and form new goals for users to work towards to.

Product Design Ideation

Product Design Ideation

Using Field Research to Build Inspiration

Field Research

I looked into researching how others approach the problem. I discovered speedrunners indirectly solve the problem with adding replayability — even to old games such as Super Mario 64 (1996).

Why take inspiration from the speedrunning community?

  • User generated challenges brings new experiences not intended originally.

  • Adds challenges that encourages users to beat.

  • Adds incentive in the form of leaderboards.

Using Wireframes to Build the Product

Our Core Feature: Quests

Our Core Feature: Quests

A feature built upon the resolutions and inspiration.

  • A new experience for every playthrough by providing self imposed challenges.

  • Gamification-esque to provide incentive to complete.

  • User generated content provides an endless stream of new challenges.

Implementing Psychology for Product Design

Implementing Psychology for Product Design

Build Engagement with Positive Reinforcement

User generated content requires a community - giving me the idea of adding social media. Understanding how to implement it gave rise to the idea of positive reinforcement to drive product growth.

Visual Design Ideation

Final Solution

A experience designed to motivate and help users get started on a Kickstarter.

Reflections

Thank you for reading!!


This is a look into lessons learned from the project. I also explore into what I could have done different if I had more time.

Learnings

Applying Assumptions

It was hard working without in-depth research. However, I was able to apply my assumptions into small quality of life changes.

It was hard working without in-depth research. However, I was able to apply my assumptions into small quality of life changes.

Interaction Design

Taking the user feedback and translating it into an interaction design. I learned how to create elements that enhance the interaction rather than a redesign.

What I Would Have Done Differently

What I Would Have Done Differently

Refining the Components

Refining the Components

After completion of the project, I realized there's no element to minimize the progress bar or hide the preview card on the edge case if the user feels it's too distracting. I now have knowledge on these UX problems for future designs.

After completion of the project, I realized there's no element to minimize the progress bar or hide the preview card on the edge case if the user feels it's too distracting. I now have knowledge on these UX problems for future designs.

Reiterate on Layouts Based on Viewports

Reiterate on Layouts Based on Viewports

A problem I faced was trying to layout the form and elements in perfect position. In hindsight, I did not think about experimenting with viewports to resize elements. In the future, I would do this based on the content of the page.


For this project, I assumed that users were focused on filling the form and did not mind the awkward sizing of the content. But, it's a methodology I would like to implement regardless.

A problem I faced was trying to layout the form and elements in perfect position. In hindsight, I did not think about experimenting with viewports to resize elements. In the future, I would do this based on the content of the page.


For this project, I assumed that users were focused on filling the form and did not mind the awkward sizing of the content. But, it's a methodology I would like to implement regardless.

A/B Tests

A/B Tests

Two weeks meant I could not recruit people to do in depth user testing. However, I pondered on the idea of doing quick A/B Testing to survey which iteration of a form users liked more.

Two weeks meant I could not recruit people to do in depth user testing. However, I pondered on the idea of doing quick A/B Testing to survey which iteration of a form users liked more.

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WORKS

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© 2024 Fia - Inspired by the world of NieR:Automata.

This portfolio was designed and built by Fia.

FIA

WORKS

Thank you for visiting!

Let's work together!

© 2024 Fia - Inspired by the world of NieR:Automata.

This portfolio was designed and built by Fia.

FIA

WORKS

Thank you for visiting!

Let's work together!

© 2024 Fia - Inspired by the world of NieR:Automata.

This portfolio was designed and built by Fia.