LEVELUP is an app that generates AI Steam-connected personalized gaming predictions with goal to enhance gaming experience. It is designed for gamers. Users can use this app to save card predictions they believe will come true which allows them to earn card points automatically after achieving the corresponding Steam achievement. Users can get various benefits by collecting points.
Feb 2023 - May 2023
Solo designer
UX/UI designer
Blaženko Davidović
I worked on a final project for the UX certificate program for three months in the spring of 2023. The task was to design an entertaining app with divination elements. Through two user research methods, results synthesizing, and two rounds of wireframing, prototyping, and usability testing I designed a mobile app that generates AI Steam-connected personalized gaming predictions with the goal to enhance the gaming experience. In three months I delivered an MVP with a style guide and design system.
As this project was fictional, the aim was to go through the entire design process. The task was very general and broad because the purpose was to come up with a new product idea through research.
A (fictional) client is a group of young entrepreneurs who want to create an app with divination elements. They think it could be a fun app for their target group and has the potential in sharing funny prophecies with friends or on social media.
Target audience are “geeks” who love everything related to board games and video games, Star Wars, Star Trek, Game of Thrones etc. They love puns. Between the ages of 25-40. Employed with a good steady income. Have a narrow circle of close friends with whom they like to share interesting things
There is a concern among users regarding the potential impact of predictions on their overall gaming experience.
During my research analysis, I identified a recurring pattern among users expressing concerns about predictions potentially negatively impacting their gaming experience. This observation highlights a key issue that poses a challenge to the development of this app.
After identifying target demographics with screener survey and conducting interviews, I designed an application based on the research findings and created a mid-fidelity prototype. I ran user testing with the same 6 participants who participated in the interview and incorporated the feedback to refine the design, resulting in a 90% succession rate. Finally, I created a high-fidelity prototype to test the new design.
How might we connect the client's requirements (what was given as a project task) and what the users need (what I gathered with research).
While users do not believe in any type of divination, they are interested in using an app with predictions for entertainment and gaming purposes. However, users are concerned about the potential impact of predictions on their overall gaming experience.
The initial objective was to identify the target demographic, which was accomplished by means of a screener survey disseminated on forums and groups dedicated to geek culture. The survey was designed to filter potential participants for following interviews, while also offering insight into the interests and gaming behaviors of board game and video game enthusiasts. Ultimately, a total of 43 responses were obtained.
I conducted semi-structured interviews with target users to validate initial findings and further understand their needs, motivations, and challenges. Given that the majority of respondents allocate a significant portion of their free time playing video games, I have opted to concentrate on this particular target demographic. 6 participants who fit the target group were selected for the interview according to their answers from the screener survey.
Creating an empathy map I generated 3 insights :
Turn insights into features
Designing the entire new product was a big challenge for me as I was working solo. To make sure I stayed on track and focused on the main user experience, I turned to users’ insights and needs, HMW statements, and problem statement. From there, I aligned everything to create actionable features and entry points.
The user journey map and HMW statements helped me decide which features to include as a part the app’s information architecture. After conducting usability testing, several alterations were made.
I then brought my idea to an interactive digital mid-fidelity prototype and brought it to 6 potential users to collect feedback.
I mapped out the minimum path users have to go through in order to pick a card from the game deck and decide if they want to use it or discard it. A user goal is to pick and use a card with a prediction they believe will come true. If the prediction comes true, the user gets a reward (achievement and points).
5/6 users successfully completed the flow with minimal steps and mistakes.
Usability testing was performed on the same 6 participants who took part in the initial interview. Testing was carried out via the Zoom platform, with participants sharing their screens and giving comments as they completed the assigned task. I took notes of the user comments and behavior.
I made 3 major modifications based on the feedback that I received from the usability testing. My goal was to design a product that is user-friendly, efficient, and enjoyable to engage with. To achieve this, I paid close attention to the user feedback and made necessary changes based on their input.
After making alterations from the first usability testing I made a high-fidelity prototype to test the new design.
The new “Play” button seamlessly allowed users to access the main task from two entry points
Mentor recommended assigning points to each card to unlock various benefits on Steam because it was unclear what benefits users received from the prediction cards, leading to the addition of the "Shop" feature
In order to keep the design sleek, the decision was made to split the home screen into two distinct tabs for a streamlined user experience
Personalisation and feedback are key.
After making alterations from first usability testing I have made a high fidelity prototype to test new design.
A few minor adjustments were implemented in the visual design with the objective of ensuring maximum consistency throughout the interface. During the design process, attention was paid to contrast to ensure that it follows accessibility standards.
Throughout my design process, I explored different research methods, strategies, and visual variations. I have found user interviews and contextual insights to be valuable in identifying opportunities and guiding the creation phase. I have also discovered how to find a balance between client requirements and user needs in design solutions.
Challenge: Faced challenges in defining the app development direction based on the initial brief.
Time constraints: If more time were available, I would aim to create a more detailed design by expanding the application scope with additional screens.
Further feature exploration: I would dedicate more time brainstorming and considering additional features and benefits to incorporate into the app.
Barbara demonstrated exceptional knowledge of interface design and a general approach to Design Thinking. She clearly has an eye for "pretty". Her work is beautiful, from the interactions to the user interface. She knows how to apply all her knowledge and educate others about her project. She will have no problem with any aspect of the design, and I believe she will find work very easily based on the final work. Her approach to the interface was modern, and in a very interesting way she combined all the elements into one cohesion, which in the end results in a wonderful application for users.