Gaming Grimoire

Role

- Team Lead
- User Interface Designer
- User Experience Researcher

Tools

- Figma
- FigJam
- Microsoft Teams

Deliverables

- Prototyped App

Approach

- Goal Directed Design

Duration

- 9 Weeks

Project Overview

over the course of nine weeks, I led my team of four through the goal directed design process to create a all in one gaming platform, Gaming Grimoire. As the team lead I was responsible for guiding my team through the goal directed design process by setting up meetings, coordinating with team members, and ensuring we are meeting development deadlines.

At the start of our spring 2024 semester at Kennesaw State University, each memeber of our class was tasked with presenting an app idea. Each student would then vote on their favorite app, the most selected app ideas would then be developed throughout the semester. I pitched my idea for Gaming Grimoire, which was an all in one gaming app with guides, universal playtime statistics, and a multi-platform store , and had serval students excited in the project. As a result I was designated a team lead for the duration of the semester.

The Team

Cole Andrews
Cj Brown
Alison Christen
Max Ray

Goal Directed Design Overview

Throughout our development process our team utilized the Goal Directed Design (GDD) process. Goal-directed design focuses on the rationale and motivation of the developers in a particular project , rather than building it off small tasks and functional details. Practically this means beginning our project with extensive research of our potential users and domain. Research is then quickly followed by the modeling phase where we take a closer look at our end user and their goals. Requirements follows modeling as we take a close look at everything our product will need to succeed -- this can cover anything from technical needs, business needs, or other adjacent departments. The framework phase is a detailed look at key path and validation scenarios users will take throughout our app. The final phase of GDD is refinement where we take a finalized prototype and begin to do user tests and iterate on our designs.

Development Process

Research

The first phase of the Goal Directed Design process involves extensive research. This is an essential phase that lays the groundwork for the following phases as it gives a greater insight into our domain, users, and stakeholder goals. The research phase can be broken down into five main steps:

  1. Kickoff Meeting - Setting the stage for our project and better understanding our product's target audience and market.
  2. Literature Review - Extensive research into our product's domain.
  3. Competitive Audit - Market research into similar products or services.
  4. Stakeholder Interviews - Theoretical expectations a stakeholder have or requirements they may impose.
  5. User Interviews - Gain insight into user behaviors, attitudes, motivations, challenges, and other elements.
1. Kickoff Meeting

Our kickoff meeting was structured to help us better understand our product, its domain, and discuss relevant stakeholder questions surrounding our product. These questions are vital to understand and address early on, as they give better insight into what we're making and why. It is worth noting that this was a class project, meaning we had no stakeholders or clients to interface with, they were entirely hypothetical.

For our kickoff meeting we utilized Figjam where we followed along a worksheet with some questions related to our product. Throughout the meeting our team acted like stakeholders asking and answering questions.

2. Literature Review

The goal of the literature review is to increase our knowledge of our product's domain and as such we researched game platforms, player types, and achievement systems. Our research was focused on helping us understand players and how they interact with games and what the users need to succeed. My research in particular was focused on game recommender systems, which argued that many players never touch a large portion of games they own. This research helped confirm the initial app pitch's foundation and help us understand what sections of our app we should focus on.

3. Competitive Audit

Quickly following the literature reviews our team pivoted to competitive audits. These audits were focused on similar apps such as PlayStation or Steam as we looked into what features of their apps did and didn't work. After our competitive audits we found that the vast majority of apps were only good at one particular thing (ie. buying games or browsing your library) and not multiple things. This created an obvious area for us to capitalize on in the market, in particular we found that the majority of apps did a very poor job of communicating new released and news to the user. One of the product's original goals was to help users better choose their next game and stay up to date on relevant issues, so this was a clear area for us to focus on.

4. Stakeholder Interviews

Due to us not having stakeholders to work with, our team instead relied on the worksheet we'd completed in our kickoff meeting. As mentioned prior, our team went through a series of questions that stakeholders might've asked and answered them. These questions focused on product selling points, possible budget, user use cases, technical constraints, and monetization opportunities. After completing this we were able to make a few notable assumptions:

5. User Interviews

The last step of the Research phase was User Interviews. Before selecting interview candidates we first narrowed our pool by sending out a google form with some preliminary questions. These questions were meant to verify that the interviewees would be in our target audience. Form there, each member of my team had the chance to interview at least once, with some interviews being conducted in person and some online.

In the interview I conducted I focused primarily on how the user interacted with games -- what game genres did they like, do they look at achievements, etc. -- and the challenges the interviewee faced when using similar apps to ours. I was particularly interested in areas they felt they were undeserved or parts of the app(s) they found frustrating. This line of questioning gave greater insight into where competitor apps were failing and helped verify our competitive audit we did earlier in step 3.

During my teammate's interviews we discovered that some of them weren't quite in our target audience -- we wanted more serious gamers while three of our interviewees were quite casual. This created an interesting situation as we now had the majority of our interviews pertaining to a section or division of our app we considered secondary. For now we decided to move onto analyzing our affinity maps.

Affinity maps were completed after each interview as we analyzed the information we'd gathered. This data was grouped based on demographics and various player profile categories (see images), which helped identify patterns we'd noticed in each user. This grouping of information would then directly feed into the next phase of Goal Directed Design as we begin to make a persona.

Modeling

Behavior Variables

As we'd now completed our the research phase, our team turned to creating a primary persona for our target user. Before this, however, we had a significant amount of data to pour through and utilized behavior variables to distill this information.

Behavior variables let us identify groupings in the way our interviewees answered questions. As mentioned prior, though, we noticed that we had a split between casual and serious gamers when doing our user interviews. This theory was confirmed when we analyzed our patterns, noticing that two of our interviewees would usually respond similarly, while the other three users responded differently, but quite similar to one another.

It was at this point as team leader I decided we would need two personas. My team concurred and we now were considering our data as two separate users (personas). The smaller grouping, the two serious gamers, would become our primary persona, while the larger grouping of three, the casual gamers, would become our secondary persona.

Developing The Personas

Personas are fictional characters that acts as a stand in or representation of our typical user(s). Because we knew that we'd have two personas, a primary and secondary, we took to crafting two different identities.

Our primary Persona, called Melvin Goodman, was crafted around the patterns we observed in our two serious gamers we interviewed. Part of this process involves creating a persona narrative, which is a sort of biography about them and their characterization.

Melvin in particular was the personification of our hardcore gamer, as he is a current game development major and intern at a game studio, SuckerPunch Productions. Additionally, when writing his persona I tried to consider how he might interact with elements outside of our app such as game reviews, trailers, and how he interacts with friends.

Our secondary Persona, Kennedy Moore, was written by Alison Christen and focused on our secondary audience. Kennedy was the personification of a casual gamer who uses our app in a more casual modality. She doesn't focus too much on friends or new titles, but rather uses games as a simple method to unplug from life.

After reading through the two narratives the purpose behind having two personas should be clear, as their goals and the way they interact with games are completely different. As such, their use cases and how they utilize our app will be different. Thus we need to consider two different user bases and what they need to succeed when using our app, Gaming Grimoire.

Requirements

Problem & Vision Statement

For the requirements phase we took to analyzing our product further, starting with a detailed problem and vision statement. The problem statement outlined the problem with the currently offered services, while the vision statement addressed how we would solve these issues.


Context Scenarios

With a clear vision statement in mind our design team now took to creating context scenarios. I was responsible for writing Kennedy Moore's context scenario. This scenario was written to give insight into our user's mindset and situation. While many resources suggest keeping these scenarios high level, our team found it helpful to reference specific games and prices. This created a more realistic and practical situation for our designers to keep in mind.

Furthermore, our scenarios specifically focus on how our app improves the user's day to day life, not just their time with the app. This clearly references our vision statement and product goals.


Requirements List

The last step of the requirements phase was a complete look at what features we'd need in order to accomplish the given context scenarios written about previously.

Features necessary for product success:

  1. Games Owned Interface
  2. App Connections/Platform Integration
  3. Backlog/Wishlist Section
  4. Store Page
  5. Game Reviews and News Section
  6. Community Game Guides
  7. Playtime Graphs
  8. Achievements & Leaderboards

Framework

Low Fidelity Prototype

Now that we'd completed our primary and secondary personas, context scenarios, and understood our project requirements, we started on key path and validation scenarios. We constructed these via low-fidelity wireframes detailing different pages of our app and how the user would progress through them. Working in FigJam, my team and I each started on different sections of the app slowly iterating through the different aspects of our app.

Each line color represents a different theoretical path a user could take in the app with the red arrows representing the key path and subsequent colors being validation paths.

High Fidelity Prototype

With our low fidelity prototype created, our team shifted over to Figma to begin work on our high fidelity prototype. This was a comprehensive creation of each page the user would need to interact with. In our final version we had over 30 frames with multiple overlays showing the culmination of all our work so far.

Refinement

For the final phase, Refinement, we conducted two user tests of our fully prototyped app. While wanted to do more user tests, this was a constraint place upon us due to the class structure. For our users we selected the two interviewees that had fallen within our primary persona. During the tests we asked users to attempt a specified goal (ie. find the settings menu) as we watched how they navigated through the app. Along the way if there was a specific aspect of the app they found confusing or seemed stuck on we'd ask them to tell us what they were thinking. This helped us understand why they were struggling and get to the root of the problem.

An example of this would be the wishlist section of our store page. We asked our first user tester to locate the wishlist, but upon reaching the store they scrolled around aimlessly. This was because the icon for the wishlist was a heart, with no associated text. This led the user to believe it was something else, rather than a wishlist. As a result we added a small bit of text below that said "wishlist". In our next user test we asked the same thing, but this time the user quickly located the wishlist with no issues.

As you can see in our first set of user test notes there was a good bit we needed to change, whereas in the second set of notes there is much less. Time permitting, it would've been extremely valuable to perform a user test on someone from our secondary persona to see how differently they approach and use the app. This would help solve any other issues with the app as well as verify whether we were successful in designing a product for two different persona types.

Reflection

Looking back on our project I'm extremely proud of what we were able to accomplish throughout our project. This was my first time working as a UX designer responsible for a significant amount of research. I do, however, think there was some areas we could've done better in.

One example of this is our early user interviews, as they led to somewhat skewed data. Due to immense time constraints, we didn't have the opportunity to be selective and vet each of our interviewees to ensure they were in our target audience nor did we have the time to interview more than five people. This was definitely a mistake, as we were effectively researching and learning about an element of our product we didn't think was the core selling point.

One massive high of this project was my team and the visual/style of our app, which turned out very well. My team was an absolute joy to work with, we had fun learning the GDD process and improving as designers.

View Our Final Prototype!