Case Study 2: GAME PLAN

Project Overview

The Brief

Project GAME PLAN is designed to enhance the gaming experience by providing a comprehensive platform for game enthusiasts. The primary goal is to develop a user-friendly mobile application that allows users to track game statistics, set gaming goals, and connect with other players. This project aims to streamline the gaming experience, making it more interactive and engaging for all users.

App Screen 1

The Problem

Lack of a comprehensive platform for tracking game statistics and setting gaming goals.

The Goal

Design a gaming platform that tracks game statistics, sets gaming goals, and connects players.

Project Duration

March-June 2024

My Role

UX research and design a solution for game plan system.

Responsibilities

Conduct interviews, create wireframes and prototypes, and perform usability studies.

User Research: Pain Points

Delayed Notifications

Notifications are sent only a few hours before matches, disrupting planning and preparation, leading to missed games.

Inconsistent Communication Channels

Match dates are shared through various channels like WhatsApp and Telegram, causing confusion and missed updates due to inconsistent communication.

Lack of Personalization

Notifications are generic and do not cater to individual schedules or preferences, reducing their effectiveness and relevance.

User Persona

Problem statement:

Ratna is a 24-year-old Computer Science living in a suburban area. He is passionate about technology and enjoys spending his weekends On playing games and tournaments.

Choden Wangmo
Ratna

Age: 24

Education: B.Sc in Computer Science

Hometown: Chukha, Bhutan

Family: Single

Occupation: Student

Goals

  • Entertainment: To find engaging and immersive games that offer a balance of challenge and enjoyment.
  • Updates Schedule: To get upto date schedules of ongoing sports.

Frustrations

  • Delayed match notifications from CRs or sports counselors hinder Ratna's ability to effectively lead his team.
  • He struggles to keep his team informed and prepared, which affects their overall performance and morale.
  • The unpredictability causes friction within the team, as players often blame him for the lack of communication.

ResearchPlan

Section Details
Title Enhancing Timeliness and Accuracy of Match Date Notifications
Author Yonten, ynetnoy07@gmail.com
Stakeholders Students, Team Members, CRs, Sports Counselors, Staff
Date 12/02/2024
Project Background The objective is to improve the communication of match dates to students and team members. This project aims to ensure notifications are timely, accurate, and effectively distributed to enhance participation and preparedness for all stakeholders involved.
Research Goals The primary goal is to identify the best methods and tools for timely and accurate dissemination of match dates. We aim to improve user satisfaction, increase match attendance and participation, and streamline the communication process.
Research Questions
  • What are the current challenges in the match date notification process?
  • How can technology be leveraged to provide timely and accurate notifications?
  • What are the preferred communication channels for students and team members?
  • How frequently should match date notifications be sent out to maximize preparedness and attendance?
  • What best practices can be adopted from other successful notification systems?
Key Performance Indicators (KPIs)
  • Notification timeliness: Average time between match scheduling and notification
  • User engagement: Number of users who view and respond to notifications
  • User satisfaction: Feedback ratings on notification effectiveness
  • Communication accuracy: Number of errors or changes in match date notifications
Methodology Mixed Methods Approach
Location: Online surveys, focus groups, and user testing sessions
Date: Conducted over a six-week period
Participants: Students, CRs. Sessions will last approximately 1 hour each, followed by a debriefing period.
Participants
  • Students from various years and courses
  • Sports counselors
  • Class Representatives (CRs)
  • Staff of GCIT
Script
  1. Task 1: Survey on current notification satisfaction.
    Follow-Up: What do you find most frustrating about the current notification system?
  2. Task 2: Focus group discussion on preferred communication methods.
    Follow-Up: Which communication channels do you prefer for receiving match notifications and why?
  3. Task 3: User testing of proposed notification system.
    Follow-Up: How clear and timely did you find the notifications in the new system?
Post-Task Questionnaire: Participants will rate their experience on factors such as notification timeliness, clarity, and overall satisfaction with the new system.

Site Map

App Screen 1

The site map is base on the cross device and it show the responsive websites and organizational structure of each screen

Starting the Design

Paper Wireframes

Creating paper wireframes of our game plan allowed us to visualize and iterate on different strategic elements quickly. These initial drafts helped identify key areas of focus and potential challenges, ensuring a solid foundation for our digital strategies.

Paper Wireframes
Digital Wireframes

Digital Wireframes

Our digital wireframes represent the transition from conceptual strategies to actionable plans. By incorporating feedback from the paper wireframe stage, these digital versions refine and detail each component, providing a clear and precise roadmap for execution.

Low-Fidelity Prototype

The low-fidelity prototype provides a interactive representation of our game plan. This prototype allows for thorough testing and refinement, ensuring that all strategic elements are aligned with our goals and can be executed effectively in real-world scenarios.

Low-Fidelity Prototype

Usability Study Findings

Conducted two rounds of usability tests. The first round's findings informed the wireframes and mockups of the game plan. The second round revealed which elements of the high-fidelity prototype needed improvement.

Findings

  • Players want clear and intuitive navigation.
  • Players need detailed and accessible match days infos.
  • Mockups

    High-fidelity mockups were created to visualize the final design. These mockups incorporated feedback from the usability studies and showcased the gameplan website.

    Mockups
    High-Fidelity Prototype

    High-Fidelity Prototype

    The high-fidelity prototype provides a detailed and interactive representation of our game plan. This prototype allows for thorough testing and refinement, ensuring that all strategic elements are aligned with our goals and can be executed effectively in real-world scenarios.

    Takeaways: Case Study

    Impact

    GamePlan, the updated match date notification system greatly improved the timeliness and accuracy of notifications. Users expressed higher satisfaction and felt better prepared for matches. This led to a notable increase in attendance rates and team participation, demonstrating the system's success.

    What I Learned

    This project taught me the crucial role of timely communication and user-focused design. Collecting and integrating user feedback was vital to creating a system that effectively meets their needs. The experience highlighted the importance of iterative testing and continuous enhancement.

    Next Steps

    Future enhancements will include features such as providing points for each team, similar to league systems, to foster a sense of competition and engagement.

    Click here for Case Study 3: Gaming Hub