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FightMe!

Have you ever texted friends and thought that you want to do more, but everything requires more planning and effort than can be afforded? With FightMe, you can fight against your friends with characters that just chatting with people can level up.

UX Team Members

  • Nikola Rakocevic - Kept track of the Phase III methods, specifically writing out the beginning blurb and the tasks. Dealt with variants and components that affected attributes of the prototype. Designed the battle page after his own implementation on the software engineering side. Was the madman that programmed the text field to work.
  • Ray Perez - The magic behind the transitions between wireframes and helped ensure that every single element in the wireframe was working as intended. Ensuring that everything was able to work smoothly through testing the wireframes's transitions, everything was connected in a way that made sense. Tinkered with the variables in the Figma environment so that user customizability is maintained, aiding the illusion of functionality mimicking that of a fully fledged product. Guided talks and discussions making sure that everyone had a good understanding of what needed to be done and provided a sanity check on what was to be prioritized.
  • Jose Fernando Herrera - Took care of some of the art direction and designed the quest pages in the application. Reviewed the functionality of our prototype and contributed to fixing any bugs present. Helped assess our user protocol and task that would be used for our research in order to ensure a smooth examination process.

User-Centered Design Artifacts

Phase I: Analyzing Users, Competitors, and Initial Designs

Executive Summary

  • Competitive analysis showed there is a niche of a messaging app and game combination that can be filled:
    • Discord: Excels in intuitive and large scale communication, but game integration is clunky and unsupported.
    • SnapChat: Excels in picture focused and temporary conversations, but user score is irrelevant.
    • Pokemon Go: Excels in being a social game, but lacks a chat feature.
  • Heuristic evaluation put more focus on Discord, showing that it:
    • has strengths:
      • A wide array of customization.
      • Provides a lot of support for new users on desktop.
    • but also weaknesses:
      • Most of the customization is locked behind a paywall.
      • New users have less support on mobile.
      • No safety nets for removing or blocking a friend.
  • Personas and scenarios allowed for a higher fidelity visualization of the users and their needs:
    • Ages can range from high school to just entered the workforce.
    • To be able to socialize even if they can't converse.
    • A casual character leveling experience.
  • Sketches and diagrams showed that our app could:
    • Arrange its components to smoothly flow into each other.
    • Comfortably faciliate interactions.

Full phase I report

Phase II: Refining interaction and designing wireframes

Executive Summary

  • Wireframes provided high fidelity visualization of the expected look of the application to facilitate more precise evaluation.
  • Two outside evaluators conducted cognitive walkthroughs with the aforementioned wireframes and the previous phase's personas and scenarios to determine that while there were a few hiccups in navigation--i.e. a page missing a back arrow, navigation bar widgets not being labeled, and the "fight me" button to enter the fight stage not being distinct enough to make out from a title--the general layout of the application conforms with standards of messaging applications and should be easy to navigate.
  • During a demonstration, the software engineering team asked a crowd of 65 observers UX provided questions to get the following informal feedback:
    • Users wish for multiple trainable scores and group chats.
    • Incorporated games should be active, not idle.
    • There is a potential for monetization through profile customization.

Full phase II report

Phase III: Prototypes and User Testing

Executive Summary

  • Findings show that our application meets user expectations for a messaging and gaming platform, but leaves some room for improvement.
    • Features can be made more obvious and an introduction to the FightMe concept can be given so users can have an improved understanding of the game.
    • Layout and ease of use of our application was one of the greatest strenghts according to users.
    • The FightMe battle page was found to be intuitive and easy to use.
  • Unique Aspects
    • Purchases can be made via the store found in the home page where users can purchase items, such as themes and profile pictures, to customize their applications.
    • There is a training mode available where users can increase a specific in-game stat, and there are quests that offer rewards for various activities in the application.
  • There was a total of six (n=6) participants that tested our application, giving insightful feedback.

Full phase III report

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