Jaunary - March 2023
Game Store
App concept
The product
An application that presents a catalog of games for mobile devices.
The problem
The user spends a lot of the time to search games.
My role
UX research, conduct study, UI design
Research
I conducted a study that revealed that many users spend a lot of time trying to find a game to play. Additionally, during my research on competitors, I discovered that no one is utilizing the feature to see what games friends are playing in their mobile game catalogs, a feature commonly used in PC gaming platforms like Steam. This function could speed up the game search process. Furthermore, filters by genre and style are used as a separate category along with recommended and featured games, and sometimes it takes a lot of scrolling to reach the desired genre, which is time-consuming.
User's pain points
Time
People want to spend their time enjoying the game, not looking for it
Search filters
Not always what is recommended the user wants at this very moment
Wide chooses
Due to the large number of products, the user is not sure if the product is worth his time
The persona
Name: Avi Shmiz
Age: 20
Education: High school
Hometown: Tel Aviv
Family: Single
Occupation: Student
Goals
- To relax between study
- To find what I like faster
Frustrations
- “There are too many games I don't know what is choose”
- “I have not enough money to spend on the game”
Avi is a student at Tel Aviv University. He always studies and sometimes relaxes after classes playing games on his phone. Sometimes he spends too much time choosing games. When he is finding a game, he likes to share it with his friends.
User journey
Wireframe
I began by sketching on paper, creating several variations of the same screen. Using asterisks, I highlighted the parts that, in my opinion, would be more suitable for addressing the assigned task of enhancing the streamlined game search process.
After the paper sketch, I translated the design into a digital format.
Prototype
The next step was to create a low-fidelity prototype.
When the prototype was ready, I prepared materials for the usability testing. I wanted to gauge how user-friendly my prototype was and how efficiently and comfortably it could complete the tasks set before the user.
For the convenience of both myself and the users, I conducted unmoderated remote testing. This way, research participants could complete the testing at their convenience. I asked each participant to record their screen during each task to track the user's steps.
(Video without sound)
Based on the results of the testing, I made a series of revisions to the layout.
Like...
Time frame tabs
Some users noticed that they couldn't see how much time their friends spent on a particular game within a specific time frame. Users wanted to understand the total hours spent on a game either overall time or within a week. This information can help gauge how engaging a game has been.
After the necessary revisions were made, I refined the layout and prepared it for its final presentation.
Final, polished designs
Home page
Conclusion
For me, it was an interesting experience conducting user research and usability testing. I was able to put myself in the user's shoes and see my design through their eyes. It was a very valuable experience. I also realized that even after creating the final layout, there is still room for further testing, but that's a whole different story...
Thank you for watching!