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jennifer purcell

UI/UX

PRODUCT

DESIGN

gameboard

UI/UX

PRODUCT

MARKETING & WEB

The Gameboard console device is the primary product I worked on while at Last Gameboard. It presented many new UX/UI design challenges based on its technical features and abilities. Throughout my tenure working on the Gameboard Product it has gone through a few major milestones, starting with its inception and most recently, the end of its beta program and subsequent launch.

website

the problem

“What if we had a device that allowed us to experience tabletop gaming in a digital age while still interacting physically and socially with the people we play with, having an infinite library of gaming experiences at our disposal in a portable package?”

feature requirements

  • Multiple Player Connections
  • Simultaneous Experiences
  • Physical Token Integrations
  • Personalization & Accounts
  • Unique Library of Gestures
  • Social Gaming Structure
  • Modular Display Options
  • Subscription Based Game Library

initial research

Coming in to Gameboard there was very little that had been done already in the form of UX research. While they had used the services of a student program, there wasn't much in the form of personas, user flow diagrams, competitive analysis, or proof of concept. My first steps were to establish these, as they were necessary to move forward.

exploratory

Simply having conversations with hobbyists and within my own gaming circles, it was very easy to establish a real desire and need for the Gameboard product. Key things I took away were...

  • Bringing 5-10 games to a meetup is both common and a huge hassle.
  • Learning and setting up new games can sometimes take hours of prep.
  • No real solution to playing tabletop games with people at distance.
  • Difficult to find games and players in the community.

competition

There were a few competitors in development and on the market. The main one being Infinity Game Table, by Arcade-1. They definitely were going after the casual and classic board game titles. At the time, looking at them from a product design perspective, there wasn’t a push beyond creating a touch screen surface and interface beyond a 16:9 tablet. What they were doing right was simplicity in their MVP, and using fundamentals in touch interface design that were well established, creating a low entry barrier into the product.

meet our players

Interviewing and surveying to establish our Player Persona was done over the span of a week. Following a loose script, I asked questions informally to individuals playing tabletop games at the local tabletop game store, Wizard’s Chest. About 8 players were “interviewed” and surveyed to establish three main Player Personas for the Gameboard.

Gary Gamer

male, 25-45yrs

Gary likes to play games with his core groups of friends more and once a week. An avid TTRPG player, those sessions can last up to 10 hrs. Ask to see his “shelfie” and you will see over 100 tabletop games on his wall.

Suzy Casual

female, 16-30yrs

Suzy plays games for the social aspects. A fan of light strategy, party games, and TTRPGs, she is into the interactions and stories told with the people around her. Her sessions are weekly and never above 3 hours.

Family Night

4 members, 4-60yrs

The family game night is a ritual we all understand. The games this family plays are simple enough for everyone to play, only last max 1 hour, and lean to the casual, classic, and lighter strategy games.

planning

As a team our next steps were to take the information gained and begin to map out our features, both our wish list and for a hopeful MVP.

After a couple brainstorming sessions with leadership, we established a very in-depth mind map of everything we wanted the OS to feature. I then organized it into a very hopeful MVP feature map. There was a lot of back and forth, mostly myself wanting the MVP to be simpler and focus on three main aspects of the product; Play, Connect, and Organize. We eventually made it a point when planning our paths to launch that the MVP feature map, was only to be followed as a nice to have, after establishing the basics.

Once we had a clear-ish path to MVP, myself and my team began to establish userflows.

gameboard OS 0.1

At this point in time I became solo as a team, and working on the OS designs was my main task.
I have always been a strong believer in rapid prototyping and mid fidelity to high fidelity wireframing to get experiences clearly presented to both leadership and users. I find that if low fidelity wireframes are presented you ended up getting more feedback and conversations about the lack of content and styling then you do how well the flows work. As a team of one, I decided we would move forward in Gameboard the same way.

user testing

Once I had a stable prototype I went ahead with a small run of user testing. I interviewed 8 users across 4 different flows tested, recorded video of the sessions, and used an exit survey for the experience. With direct observation, or at least as much as possible during COVID, I was able to record frustrations and attitudes in general about the product as well.

flows tested

  • From Startup through Onboarding, including initial setup.
  • Opening a Player Drawer and changing a player color.
  • Exploring Gather, the social gaming platform.
  • Viewing Game Details, rating a game, installing a game, and launching a game.

survey feedback

4.3

/5

Aesthetics

4.1

/5

Readability

4.7

/5

Navigation

4

/5

Onboarding

4.5

/5

Icons

needed revisioning

  • Overwhelming Visible Content
  • Button Size & Hitboxes
  • Overuse of Brand Colors
  • Text & Design Standardization
  • Clear Definition of Screen Content
  • Prototype Delivery

establishing systems

At this point in time I became solo as a team, and working on the OS designs were my main task.
With our initial prototypes and user testing sessions under way, I began to work on centralizing our visual direction and experience in style guides, visual brand guides, component libraries, and screen handoff libraries. All to create a full and comprehensive design system.



Working tightly with our CTO and Lead Developer, we quickly established a system that became our standard of working still used currently.

beta program

In November 2022 We launched our Beta Release Program. Over 500 Gameboards were sent out to users that had purchased a Gameboard, and had volunteered to be a part of the testing program. While we gained a lot of useful metrics through our software in general, I was conducting interviews and releasing a survey to gain my own data. Out of the 500 users I interviewed 18 personally, and we received 28 responses to the survey.

key insights

  • Usability generally ranked 6 or higher on a scale of 10, most direct complaint issues surrounding performance and sluggish interactions.
  • An area that became clear it needed way more attention was the ways we were teaching our users any special Gameboard interactions.
  • I also discovered that achievements and socializing beyond network play were ranking really low for general use and desire. They averaged around 2.5 on a scale of 10.
  • Overall experience was rated 7.2 on a scale of 10. It was reassuring that our revisions were on the right track, and the score has gone up consistently overall.

6+

/10

General Usability

7.2

/10

overall experience
The product has been well received by friend and family who have helped me test it. And has made my game nights even more productive. Thank you!
Zelandros - Gameboard Beta Player

revisioning

Revisions to improve things we learned like making the onboarding tutorial available through settings, doing more to teach features through gameplay, indicating and educating on drawer usage, as well as converting some Companion experiences onto the Gameboard to lessen the need for an external tool. One major revision I worked on heavily was the player drawer experience, cleaning it up, adding profiles and clear guest access, as well as adding confirmations to certain actions to prevent accidental interactions due to our hardware’s limitations at the time.

Ⓒ Jennifer Purcell 2023.