Relying on users` feedback, I expanded the design with community features.


That enhances user engagement through interaction and sharing within the app, solving the issue of limited activity.

20%

The percentages of researched opinions positive about current game ownership tracking process before my design

80%

The percentages of application testers satisfied with the finished flow and solution of the main issue of the design

THIS IS A STORY ABOUT

Creating a way to collect more for gamers through a mobile application

How it started

As a collecting gamer, I wanted to have a designated collection of every game i own and access it anytime.


The issue was…

There is no way to keep all my collected games together without switching between different gaming services


Is the issue affecting others?

To begin research section, i searched the Web for more information on people`s feelings about games collecting process.


Some interesting data was collected, showing that other users are also frustrated with how restricted trying to collect all your games in one place can be, especially for games collected from different companies.

Why does the issue exist?

To inspect issue`s source, I have conducted competitive research of 3 indirect competitors.


All of them share a common weakness: no multi-collecting feature.


You can collect games from a single store, yet can`t gather games from different platforms and companies into one personalized collection. This gap in the market highlights a major opportunity for my project.

User flow

With research in mind, I marked route of any user getting from the point of downloading the app to achieving their goal of collecting games.


User flow helps me understand how potential users may navigate the app and let me spot areas for improvement and friction points in the user journey, such as where users might get stuck.


Low fidelity wireframes

To give user flow a shape and form, I created wireframes to quickly visualize the layout based on user flow, structuring it before investing time and resources into a high fidelity design.


With wireframes, i can verify the core user experience in the form of an actual application layout.

High fidelity designs

In response to users' needs and opinions collected in the previous stages and with the help of my work from the ideation stage, I started working on high fidelity designs of the main user flow for the application.


Throughout the design process, I have always kept in mind what the main objective of the project is - to let people just like myself gather any game, from any sort of origin and manage it in one designated place. 


Usability testing

I have conducted the testing of the app among my several gamers friends. With that, I found that while the core functionality worked well, users wanted more reasons to stay engaged.


Many pointed out the need for social features to enhance long-term interaction. I began thinking of iterating on the design to expand the app beyond just collecting games.

My role

UX Design

UI Design

User Research

Year

2024

What`s made

Mobile application

Year

2024

Project type

Solo project

Year

2024

Year

2024

Conclusion

This project really showed me how crucial user feedback is. Talking to potential users helped me see their needs in a way I wouldn’t have without their input. Their feedback was key to refining the design and making it functional. 


All in all, user research and design tools made it possible to solve both initial and newly found problems. The case study was growing on me and was an irreplaceable experience.


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