MECHANIZED MAYHEM
Mechanized Mayhem’s website focuses on conversion through registration and crowdfunding for the game that is currently in development.
PROJECT OVERVIEW
Challenge: Mechanized Mayhem is a Blockchain Game that is currently in development. Sadbots - the start-up behind the game - plans to launch a crowdfunding campaign in the third quarter of 2020 to acquire funding for the game’s completion. The company seeks a responsive website that can collect emails, crowdfunding, and create branding for the game.
Role: UX researcher, UX Designer, Interaction Designer, UI Designer
Tools: Adobe Illustrator, Adobe XD, Adobe Photoshop
Team: Self Directed, with guidance from mentor
PROCESS
EMPATHIZE
Process: Secondary Research, Primary Research, and Synthesis.
Since Mechanized Mayhem is a Blockchain Game that is currently in development, and belongs to an up and coming niche of the Video Gaming industry, secondary research focused on exploring games in the umbrella industry - PC Games - and PC Blockchain Games that have successfully completed their crowdfunding campaigns.
Online research began with a deep dive into the demographics of PC Gamers, popular genres, trends in Blockchain Gaming, and a variety of motivators regarding gaming, crowdfunding, and registering for developing PC games. Of note, I found that users are more inclined to invest time and money into developing games if there are strong indicators of the project’s high quality. These indicators include: Videos, Lack of Spelling Mistakes, and qualities that suggest that the game is near completion.
I found five direct competitors in this subspace — Splinterlands, MyCryptoHeroes, Brave Frontier Heroes, Gods Unchained, and CryptoSword&Magic, along with two indirect competitors that have significant influence in related genres. I analyzed each game’s web design, and identified their respective strengths and weaknesses according to current design principles and material design guidelines.
Together, the industry research and competitive analysis provided me with a window into the current state of competitive PC and Blockchain games, and enough information to create provisional personas to guide my next phase - Primary Research.
Secondary Research
Assets: Research Plan, Market Research, Competitive Analysis, Provisional Personas
Diving deeper into finding the needs of potential users, I went onto Discord and Slack channels, and found 8 individuals that fit the targeted demographic in my research plan to verify the authenticity of research assumptions and provisional personas.
During the interviews, I asked open ended questions to gain more knowledge about how my participants went about finding, selecting, and playing PC games. I questioned their criteria in choosing games, their preregistration motivators, and honed in on their crowdfunding experiences.
Once I began seeing significant trends and patterns (over the course of eight user interviews), I began to map out interview transcripts with the audio and video recordings I took. These led to the creation of an empathy map that I used to dissect the information from the User interviews, and view them at an atomic level.
Primary Research
Assets: Interview Guide, Research Findings (Observations), Empathy Map, User Persona
EMPATHY MAP
An empathy map was created using the interview data through previously recorded transcripts. I took down statements made by the interview participants and jotted them down onto post-it notes differentiated into 8 colours (1 for each participant).
After the initial mapping of the transcripts, I began to organize the data based on patterns and trends that I saw in the mass of information. I identified over half a dozen patterns, and picked the 5 most supported categories to analyze in further detail.
Each of these patterns have a robust amount of statements supporting them, include comments from the majority of participants, and contain statements that are closely aligned across multiple transcripts.
KEY INSIGHTS
After synthesizing the information, I derived a list of insights that were crucial to understanding my target demographic. I was able to further distill the list further into 4 key points that would make its way into my persona, and gradually influence my design decisions.
PERSONA
Meet Justin. The representation of Mechanized Mayhem’s target demographic. His profile will serve to constantly remind me of the user that I design for, and how I can reach him through his frustrations, needs, motivations, and goals.
DEFINE & IDEATE
Process: POV Statements & HMW Questions • Brainstorming • Business & User Goals • Product Roadmap • Sitemap
POV Statements &
HMW Questions
Assets: POV Statements & HMW Questions
Brainstorming
Assets: Brainstorming
To better understand the problem at hand and convert users into registering and crowdfunding the game, I used the insights gleaned from my empathy map and reframed several core issues into POV Statements and HMW Questions. By repositioning the problem in the context of User, User Need, and Insight, and then questioning how I might be able provide users with said insight, I was able to better perceive the issue.
While I was initially asking how I help users in their investigation process of a game’s reviews, the HMW questions reframed the issue as a matter of connecting Justin with positive reviews about Mechanized Mayhem. Although it’s a subtle difference, this helped me disassociate myself from the general problem, and focus on the issue specific to Justin and the web design’s objective. These reframed problems kickstarted me into my subsequent brainstorming sessions.
Brainstorming features began with 3 minute mind maps on each HMW questions. The goal was to come up with as many feature solutions as I could to tackle each HMW. I performed a total of 6 mind maps (2 per HMW question) over the course of 2 rounds; the initial mind maps were fairly difficult because of the limitations of the game. Since it wasn’t yet developed, I couldn’t approach it with traditional features that work for other existing games.
Nonetheless, the session helped me generate a core group of features that I later fleshed out, and contributed greatly to my feature roadmap.
STRATEGY & INFORMATION ARCHITECTURE
Process: Business & User Goals • Product Feature Roadmap • Sitemap
Before I began the Interaction Design portion of my process, I first needed clear and concise definitions of the Business and User goals, along with prominent technical considerations that may come into play. These goals will establish a criteria of what my design will accomplish, what features I must incorporate into the design, and a priority list of which features are the most important, and those that are not necessarily needed.
Business and User Goals
Assets: Business & User Goals
Having defined the various user and business goals, I went on to cement a list of product features from my brainstorming mind maps, aimed at addressing these goals.
The features were then reorganized into a priority-based list in accordance with the following metrics: user goals, business goals, effort level (needed to create the feature), and confidence level (how much assurance I had in creating the feature).
In the final iteration of the feature list, it showcases a list of high-priority features necessary to create a minimal viable product (MVP), along with the middling and low priority features that it would take to create a fully fleshed out product. Aside from the “must-haves,” I took the time to evaluate how much time it would take to create features from the other tiers, and took on a variety of features that adhered to my timeline.
From here on, I began crafting an overview of the site’s web design in a sitemap. The pages featured on this map were made up of the results from my research phase, the Business and User Goals list, and the Product Feature Roadmap that I had just completed.
Product Feature Roadmap & Sitemap
Assets: Product Feature Roadmap, Sitemap
SITEMAP
This is the final iteration of the sitemap which formed the core of Zeit’s e-commerce web design, and a constantly referenced guideline for my user stories, task and user flows, and wireframes.
INTERACTION DESIGN
Process: UI Requirements • Task Flows • User Flows • Low-Fidelity Sketches
• Mid-Fidelity Wireframes
I created 3 basic task flows that outlined the most important elements of the website - finding indicators of the game’s development potential, finding multiplayer features, and finding in-game assets.
UI Requirements
Assets: UI Requirement Document
With the three critical user stories established in my UI requirements document, I mapped out different routes that could lead the user to finish a task from start to finish. This begins from the moment they land on Mechanized Mayhem’s homepage and ends when they leave the website, with several decision points in between.
Task & User Flows
Assets: Task Flow Diagrams, User Stories
Guided by the Business & User Goals, Product Features Roadmap, the Task Flow, and the User Flow, I began sketching out possible homepages for Mechanized Mayhem’s web design. Each sketch focuses on a different approach to providing quality indicators to the user.
Low Fidelity Sketches
Assets: Low-fi Sketches
I re-evaluated my sketches, chose the one that best fit my defined criteria, and went onward to create responsive mid-fidelity wireframes using design principles and Material Design Guidelines as the basis.
Mid-Fidelity Wireframes
Assets: Mid-Fi Wireframes (Desktop), Mid-Fi Wireframes (Tablet)
PROTOTYPING & USABILITY TESTING
Process: Mid Fidelity Prototype • Usability Testing Plan • Usability Test Notes • Affinity Map
The mid-fidelity wireframes were refined further, and used to create a prototype that outlined my three user stories, allowing me to test the effectiveness and efficacy of the designs.
In preparation for usability testing, I created a usability testing plan that outlined 3 scenarios and various tasks that would allow me to test the effectiveness and efficiency of the designs.
Usability testing happened over the course of 3 days, and I once again found users from Discord and Slack channels. As with the Empathy Map, I took the transcribed notes, and synthesized the feedback, along with reactions (video and audio recorded through screenshare with the participants’ permission) onto an affinity map that laid out the actions, statements, and prominent reactions that my users underwent during testing.
The affinity map gave me insight into common frustrations and pain points that the users experienced, and better informed my revisions as I began revising my design to alleviate these issues.
Prototype & Usability Testing
Assets: Usability Testing Plan, Usability Test Notes, Affinity Map
AFFINITY MAP INSIGHTS & RECOMMENDATIONS
Affinity mapping allowed me to pinpoint several areas of concern: 1) Confusion with the labelling, 2) An overwhelming dependence on the “Gameplay” page, 3) Confusion with the Registration pages, 4) Confusion with the Rewards system.
To solve these issues, I updated the labelling to be more representative of its respective content, adjusted my “Gameplay” page to include more information, created a registration guide in place of the hero image in the Registration pages, and added a more detailed explanation to the rewards system.
A second round of revisions adjusted the padding, gridding, and hero images to be much more balanced, engaging, and aesthetically pleasing.
Revisions
USER INTERFACE DESIGN
Process: Brand Logo & Style Tile • UI Kit • High Fidelity Wireframes & Prototype
Branding: Logo & Style Tile
With the layout of the website revised and finalized, I began work on Mechanized Mayhem’s branding and UI. First I created a mind map of Mechanized Mayhem’s brand, to come up with a set of adjectives that could help guide the branding process.
After I came up with the adjectives, I began to build an inspirational mood board for the brand’s Colour, Typography, Posters, Logos, and Imagery. These gave me the ideas I needed to start sketching my logo, and picking the colours and fonts. Eventually compiling into the Style Tile below.
Assets: Logo & Style Tile
After the Style Tile was compiled, I applied the style throughout the site along with the artwork that I worked with the game’s artists to create. This created the high fidelity version of the website.
High Fidelity Wireframes
Assets: High Fidelity Wireframes
Refinements into the UI of the design finally brought my UI Kit, which was a living document that constantly changed with every iteration of the site, closure. The finalized colours, typography, and style were rearranged into their atomic and molecular forms, and put together in a cohesive document.
UI Kit
Assets: UI Kit
The next step would be to formally hand off the assets to the client or developer. This would be followed by continued testings of the design updates since the last usability testing, update the UI Kit, and continuously cycle through iterations and testing for as long as resources allow.
Iteration
Working on this real-life project has been an incredibly fruitful experience. I firsthand experienced the needs of other stakeholders during the design process, managing the time needed for the artists to make content, and the technical limitations of a developing product alongside its effects on creating a web design suited for it.