A companion app of World of Warcraft that uses incentive rewards by users completing challenges set by players to challenge others all to improve individual’s performance, with a goal together to progress end game-content.
Enthusiast Gamers need a tool that able to create incentives and motivation during the game. This is because it allows them to push themselves and others within the team to progress further together with the same goal to achieve end game content.
The general public assume that gamers does not life commitments. Where in fact, majority of the players all have commitments like…
At first glance, it is aparrant that the user interface is overwhelming and complicated to understand.
Its is essentially nothing but numbers! But let's see if our assumptions on this would be same with the users who uses this platform.
Before taking further actions, we have created a few goals at the beginning of the initial stage of research. This allows us to ensure that we have a good alignment of goals and ensuring that our assumptions are validated.
To gain an understanding of what are the key drivers and reasons of users when using data logs when playing the game.
To understand the pain points and emotions behind the users when playing games
Find out what are the key relevant data that users use the most when using data to proceed further game content? And why is it important?
Explore further user’s reasons for using the data logs when playing games besides to proceed further game content.
The following above is the type of research method and process that were used to gather data to validate our assumptions..
'The platform is very important, cause it really does help us to get to end game'
'If someone is underperforming, I would use this information and guide them'
'Sometimes I still don’t know if I use it correctly'
‘It is so complicated, want it to be more basic’
have mentioned, they enjoy competitive gaming and like to compete with themselves or other players.
‘I use it to check and compare myself to others to see how well I perform’
‘I want to improve that is why I use the logs’
‘I like to analyse my current progression so I can push my self further’
This is the core behavior and key motivation that driver the gamers to use analytic sites such as “Warcraft Logs” despite the pain and stress they have to experiences to find the data they need.
This is because of their passion for gaming and wants to understand how they can improve themselves or other individuals to progress further game content as a team.
We want to magnify this behavior while creating a much more enjoyable user experience for the user. The key quotes below are the key findings that the interviewee has mentioned to drive this behavior forward.
‘It is not always about me, it is about progressing as a team’
‘This is a team game and not a solo game’
'From using the data, I can help the people to improve their performance'
'It does improve my gaming experiences, I like knowing, I like finding out, I am a curious person'
although this the main behavior that was found during the research, we must not also overlook some of the other key pain-points that user also experiences in the below. We must also consider them when building our product.
'There isn’t a simple divide of what’s the needs and wants to know?'
'If someone didn’t help me, I would have struggle'
'It is overwhelming with the different options'
'The website didn’t show any guide, I have to use reddit to understand the information'
Creating a persona within a project helps us to keep our project's goal aligned through the design process. Ensuring that the design we be creating reflects from the user's pain-points, behaviour and personality.
When it comes to building a project, they are many features that we can have to within the overall of the product. However, it is important to understand that what is the must 'needs' and 'wants'. This is because we must make the 'needs' well established before adding any other features. As the must 'needs' is what will be the key driver within the product.
The user flow helped us to think through the critical point and the journey of emotions from the user’s perspective. It revealed the pain points and the potential problems that the user may encounter that could cause the path or task to fail.
Also, breaking down each flow to identify the screens and components that it is required to design or could be combined.
We conducted 2 rounds of Lo-fidelity prototypes testing via Zoom. We were created after the concept of design is established. Therefore, before any further action, we have conducted user-testing from the our interviewee to valiadate our design. And these are some of the key-metrics from our testing that enable us to move further into our design process.
Users have mentioned that they found these two screens are too similar, which have caused them to be confused in regards of is this the correct page to set up the challenge or their profile page.
Users have mentioned that a separate page to select the date of the challenge required to be complete by, it is not necessary. It would be better to combine together with the event screen.
The misclick rate is high: 2 testers misclicked and could have got lost! In a finished product this can lead to lost users. Bring back users by improving this screen.
A high percentage of testers got away from the expected path, 1 tester got lost!
The average time spent by testers on this screen is long. In a live product, this can translate to lost testers and a high bounce rate. Improve your screen design for discovery and findability.
“I find it really hard to navigate the first screen because I thought this is where I select the player and set up the challenge. I got really confused”
“I find it really hard to navigate the first screen because I thought this is where I select the player and set up the challenge. I got really confused”
The companion app acts as a bridge and a connector between the game World of Warcraft and the data log 'Warcraft Logs'. It operate by extracting the fundemental data that the user would need to make further progress in the game. And by using those data, we allows players to be able to create challenges for their fellow team mates, using a rewarding and a competitive system to encourage players to improve themselves further in order to proceed further and achieve end game content.
Challenges can be set anywhere, anytime. This would elevate the social aspect within the game to another level. As research have shown that gamers enjoys the social aspect of the game more than the content itself.
Mok'Gora can be linked with player's in game Battle.Net Account, this allows existing data from the game to transfer onto to the application, therefore it is constantly updated in real-time.
This is the challenge creation process, demonstrating how each step is taken from the beginning to the end.
We see this a game outside a game. This is because it allows players to send out and review their in-game performance in anytime and anyplace. Constantly being able to improve alone and together as a team.
A simplify player profile that it is open to the public for view. It reduces the complication and overwhelming of data, to only showcasing the essential metrics to the player and others. In game they is recruitment of picking the right players to form the best set up to for maximum ability