gametracKr

A mobile application that empowers gamers to monitor and manage their gaming habits.

Methods

  • User Research

  • Competitive Analysis

  • Wireframing

  • Prototyping

  • UI/UX Design

  • Usability Testing

  • Iteration

My Role

  • Sole UX Designer

A problem statement that evolved

— Initial Problem Statement

Exploring microtransactions

Initially, my focus was on exploring the issues surrounding microtransactions in gaming. Because of the rise in microtransactions, I wanted to create a tool that would help gamers manage their gaming habits more easily.

— RESEARCH AND DISCOVERY

There was a SHIFT that happened here

After research comes the realization that microtransactions was only part of the problem. The users weren't just concerned about their spending habits but also are struggling to manage the time they spend gaming. The addictive design of games made it difficult to manage their time and money.

Revised Problem Statement

The big issue

The research led to refining the problem. Rather than focusing solely on tracking spending, the approach was shifted to helping users manage their overall behaviors towards gaming.

Findings

The key insights

The designs of the microtransactions in gaming contributes to the addictive behaviors, but the larger problem is the immersive, addictive design natures of games in itself that encourages continuous play and spending.

Users are aware of their struggles with self-regulation, in terms the hours and money spent on gaming. They feel the need for external tools to help with regaining control.

A study found that interventions, such as monitoring their progress are effective in promoting behavior change (Harkin et al., 2016).

Sometimes I feel disappointed at myself for buying more points in hopes of getting rare characters
— Research participant

How Might We

How might we help gamers regain control in their gaming habits and maintain a healthy balance between gaming and their time.

Showing the current progress through the use of graphs enables the users easily monitor their progress. Additionally, having options to be able to set goals and provide a sense of control of their time.

Core Functions

User and Stakeholder’s feedback through interviews and testing helped defined the core features.

Automated Gaming Data

Users can easily track and are provided visual information about their gaming habits.

Personalization

Users are able to set maximum limits for both gaming and spending. This can help with maintaining control over their habits and develop healthier gaming routines.

Gamification

Gamification is implemented to encourage positive behaviors through rewards and incentives. The gamification features allows users to stay engage with the app and reinforces healthier gaming behaviors.

UI

The visual elements of the app are designed to evoke a sense of balance and harmony. The graphs and other elements were carefully crafted to ensure consistency and standard, while the minimalistic aesthetic eliminates unnecessary distractions, allowing users to focus on their goals and navigate the app with ease.

The visual elements of the app are designed to evoke a sense of balance and harmony. The graphs and other elements were carefully crafted to ensure consistency and standard, while the minimalistic aesthetic eliminates unnecessary distractions, allowing users to focus on their goals and navigate the app with ease.

Reward redemption flow

  • Updated Data Screen

  • Selection of rewards

  • Rewards confirmation

What I learned

Learning Outcomes

This project has taught me the importance of conducting research to uncover underlying issues that may not always be immediately apparent. Additionally, this project has also taught me the importance of listening to the user's needs and understanding that design thinking is not a linear process.

Challenges

The challenge was shifting my focus from just a point of view of microtransactions to a more broader understanding of gaming addiction. Listening to the users and understanding their needs and pain points, required that all initial assumptions and thought process had to be recalibrated.

Since the app is monetized, during the usability testing, participants spent more time on the billing screen, as they contemplated whether the app should cost money. Further research should be conducted to address how monetization can work for both users and the organization.