GameGlimpse

| Overview
Deliverables
Role
Timeline
Industry
Problem
Constraints
Goal
Impact
| Discovery
I conducted preliminary research to understand the target users and key focus areas for developing a minimal viable product. In addition to primary research, data shows that 58% of gamers to played mobile games in 2024, with mobile gaming generating the highest revenue in 2023, accounting for 49% of total game spending across all platforms.
Qualitative Interviews
Pain Points
No Transparency
Forgetting over time
Tedious to track
Personas
After conducting primary and secondary research, I created personas to consolidate my findings and guide the user experience design. Users consistently sought transparent insights into their gaming finances.
How might we...
| Ideation
I created low-fidelity wireframes after identifying and prioritizing key features using MoSCoW and the Eisenhower method.
Low-Fidelity Wireframes
Paper sketches helped determine the first steps of creating the structure. I worked on having each portion as card section to provide long-term scalability when more features are added to the app. This is beneficial for users as they can customize their dashboard to their preference in future versions of the product.
Data Visualization
A key component of this product was transforming raw data into visually appealing and easily digestible formats. I focused on developing iterations to enhance user understanding. Later, I polished the design in the the high-fidelity prototype.
| Testing
Two rounds of usability testing were conduct. First was to determine the flows in the functional design. After each testing the design were refined after hearing the feedback from users and the results on the key.
Usability Testing Findings
Round 1 testing
- Users were confused on the the third home tab as it was too similar to downloading the app.
- Users found it hard to understand some icons at first glance as it is not a common use for the tab.
- Users found key buttons difficult to find right away.
Round 2 testing
- Some users were not to familiar with the sort and filter buttons.
- Users were now using the third tab more effectively to search purchases information.
- Users completed tasks more quickly, though some minor adjustments were still needed.
Usability Testing Parameters
1. Study type
2. Location
3. Length
4. Participants
5. Participants demographics
- Mobile gamers who spend money on games
- Users aged 18 and older
- Users with an income
- Users who want to track their spending
- Excludes children under 18 years old
Sample Questions
- You want to view all transactions for one game. How would you do that?
- You want to start budgeting that notified you when you playing a games. How would you do that?
- Walk me through on how you would find the first transaction you made of a game.
| Refining
Actionable recommendations were made between each usability testing to improve the functionality of the design and be align with the users.
| Design
Highlights of my design process include selecting colors, fonts, and creating the overall visual feel, while ensuring inclusivity to enhance user experience.
Color Iterations
I explored gaming-inspired colors for the theme but found them too somber and busy. Instead, I simplified the design, creating a modern and lively aesthetic with color focused on buttons and data visualizations.
Accessibility Considerations
Reduce eye-strain
Color blindness
Readability
| Conclusion
The final high-fidelity prototype showed a smooth user flow for completing actions the app and design to have a modern yet fun design to attract gamers from different backgrounds.
Results
Key improvements from testing include:
- 28% boost in time efficiency
- 12% increase in user satisfaction
- 17% improvement in navigation efficiency
Reflection
I should have conducted a card sorting exercise to gain a better understanding of how users categorize and prioritize information. This would help structured organization of the product better.