GETGOOD

E-sports platform

Medium
Web
Duration
6 weeks
Team Size
3
Tools
Axure RP 9
Methodologies
User Interviews
Heuristic Evaluation
Competitive Analysis
Usability Testing
Survey

OVERVIEW

Summary

• Performed mixed-methods research to gather insights for an early startup's business goals/model

• Tested and validated 3 early product concepts for launch

• Further developed and iterated on interactive prototypes that were passed to the developer for implementation

UnderSTAND

Team

Our team comprised of 3 members, with Ken Soh (pictured on the right), Desmond Yeo (in the middle), and myself.

Role

I took up the role of Research Lead due to my prior experience and background.

However, we decided early on as a small team, we wanted to be involved in every aspect of the UX process. As far as possible, decisions were all made collaboratively, with agreement from all parties.

Project

Client

GetGood (getgoodapp.com) was co-founded by Du Guo Xin and Niklas Krause in early 2019. Guo Xin is currently based in Singapore, whereas Niklas works from Germany. GetGood approached our team through a partnership with General Assembly, Singapore.

Platform

GetGood is a web and mobile platform for e-sports gamers. The gap they are trying to fill is a way for players to advertise and look for both team recruitment opportunities, as well as matches.

The GetGood website was launched in July 2019 which scrapes requests from multiple Discord (a chat and VoIP application) channels into a consolidated, searchable list. This was very well-received by the community and GetGood aims to continue growing their platform, adding user-requested features, and expanding to other games.

The platform is currently under heavy development in early-alpha stage, and there are plans to launch and monetise the business in 2020.

Primary Goals

To design and test the usability of 3 product concepts/features :
•  Recruitment: Automated recommendations for players and managers to form e-sports teams
•  Auto Scrim: Scheduling tool for existing teams to find practice matches, also with automated recommendations
•  Ranked Scrim: ‘Live’ matchmaking for matches based on a GetGood ranking score instead of Blizzard’s Skill Rating (SR)

Secondary Goals

•  Validate the above 3 concepts to ensure they are aligned to user needs
• Investigate user attitudes towards monetization and willingness to pay

Scope

• Limited to only 1 game: Overwatch, and on web platform only

Round 1 - Research

Research Plan

Primary Goal & Methodology

To design and test the usability of 3 new features, integrated within the GetGood website
• As there was no existing design or concept for the recruitment feature, we decided to hold a formal stakeholder interview with the client to find out their objectives for this feature.
• For the remaining features, the client was able to provide some basic designs and wireframes which they had created on Google Slides. Hence, we proceeded directly to conducting a heuristic evaluation and competitive analysis before prototyping.
• With a functional prototype, we proceeded to do usability test and iterate on our design

Secondary Goals & Methodology

• Investigate user attitudes towards monetized premium features and willingness to pay
• Examine and validate the needs of the target audience
• Examine perceived usefulness of proposed

• We did a short user interview in combination with the usability test, and also included a survey at the end to reach a wider audience

Stakeholder Interview

Objective

• To find out about the client's objectives and direction for Recruitment feature as there was no existing design or concept

Mode

VoIP call over Discord as one of the co-founders, Niklas is based overseas in Germany

Key Findings

Marketplace a key feature (already in early development) for players to find teams, and vice versa
• To explore ‘Tinder-style’ matching to make searching less tedious and more visual
• Provide ‘automated’ recommendations based on needs

Heuristic Evaluation

Primary Goal

To quickly evaluate the usability of the current website and existing auto scrim/ranked scrim designs, based on recognized usability principles.

Methodology

• Nielsen’s 10 usability heuristics was used as a basis for evaluation
• The team independently evaluated each feature before coming together to collate and debrief our findings

Key findings

• A key issue in the client's designs was that proposed interactions did not match what was expected from a web-based, desktop platform. For instance, the use of 'press and hold' interactions, without any indication of affordances or onboarding.
• Other issues were mainly the lack of consistency and visibility of system status in the interface design.
The heuristics evaluation was useful in helping us quickly identify major usability problems in before committing to a prototype and user testing. However, we did face some limitations as we were basing our evaluation off mid-fi wireframes, and were unable to identify more complex flow or interaction issues. Furthermore, we were relatively inexperienced and our personal experiences may not be representative of actual users.

Competitive Analysis

The analysis revealed a market gap, with multiple competitor sites offering recruitment and match finding features, but geared towards casual gamers instead of professional e-sports players. Furthermore, we also identified key features that GetGood should implement or may wish to look into implementing as part of their expansion plans.
We also examined how competitors approached design problems. For instance, players may be part of multiple teams, or they may play duo roles as both player and manager of their team. We wanted to find out how the information architecture and interface would cater to these different use cases.

Round 1 - DESIGN

Whiteboard Sketching: User Flows & Layouts

Whiteboard Sketching: Layouts

Sketches of our flows and layouts. We kept running into new issues as we explored deeper, so the whiteboard was extremely useful for working collaboratively and for making quick iterations!

Wireframing: Google Slides

We also created basic wireframes on Google Slides to get early & rapid feedback from the client
(especially for the recruitment feature which we started from scratch on).

Interactive Prototype: Axure

Axure is an extremely powerful but complex prototyping tool for emulating how an actual website would work. However, learning the software and developing the prototype was extremely demanding.

Round 2 - RESEARCH

Usability Test & User Interview

Usability Test Objective

• To test the usability (ease of use) of the proposed recruitment, auto scrim and ranked scrim features, as well as base website features

User Interview Objective

• To investigate the challenges & needs current Overwatch e-sports players face
• To examine user attitudes towards usefulness of GetGood's proposed features
• To examine user attitudes towards monetization and their willingess to pay

Recruitment strategy

• Via Overwatch community servers on Discord, as well as personal contacts

Incentive

• All participants would receive 1 month of premium service when GetGood launches

Key Tasks

Registration(All): registerand set up profile
Recruitment(All): reject ‘spam’ requests'; send invites on listings and via player/team profiles; create own listing; use matching feature, request to add/join team
AutoScrim (Managers only): create scrim listing; find recommendations; request and confirm scrim
RankedScrim (Players only): find a ranked match

Mode

Moderated remote testing via Discord, with the share screen feature

Participant Demographics

• n = 10
• 3 players, 4 managers, 3 players & managers (duo role)
• 5 Europeans, 2 North Americans, 2 Singaporeans, 1 Australian

Quantitative Results

Qualitative Results:
Rainbow Spreadsheet

The usability test revealed over a hundred issues. We tried to analyse issues using a rainbow spreadsheet. This helped us identify whether multiple issues stemmed from a similar underlying problem. We also rated each issue on the impact on the user (severity & frequency), as well as effort required to address it to prioritise which to work on.

Qualitative Results:
Affinity Map

We identified 5 key challenges that current players face:
1. Lack of consolidation
(have to go to multiple mediums to find scrims/players/teams)
2. Difficulty finding quality players/scrims
3. Difficulty finding teams/players with specific criterias
4. Difficulty finding ringers and scrims last minute
5. Difficulty reviewing games/performance

The 3 proposed features that GetGood wants to implement meets the first 3 needs on this list. This validates GetGood's current plans and direction.

The remaining 2 challenges are opportunities for GetGood to step in and offer solutions for in the future.

Personas

e-Sports Player/Manager Journey Maps

Survey

Objective

(Identical to user interviews, but to reach out to a larger and more representative sample)
• To investigate the challenges & needs current Overwatch e-sports players face
• To examine user attitudes towards usefulness of GetGood's proposed features
• To examine user attitudes towards monetization and their willingess to pay

Recruitment strategy

• Via Overwatch community servers on Discord, as well as personal contacts

Incentive

• 10 participants would be picked at random to receive 1 month of premium service when GetGood launches

Participant Demographics

• n = 20

Survey Results

Key takeaways from the survey were that participants perceived the proposed features as core features that should not be closed off to non-paying users and limit the user base. Premium services that users suggested were instead 'bonuses' such as cosmetic changes or priority listings. Players also overwhelmingly indicated that USD$5 was the maximum they would be willing to pay a month for premium service.

Round 2 - DESIGN

Interactive Prototype: Version 2

We made over a hundred changes in our 2nd iteration of the prototype. Key changes include:

• Overhaul of the global and feature-specific information architecture & navigation
• Addition of more features and flexibility for users (e.g., cancel or duplicate events)
• Greater consistency and standardisation of interface elements (e.g., to differentiate player and team profiles)
• Greater help and documentation (e.g., highlights and helper text in text fields, and for drag and drop interactions)
• More emphasis on visual elements (e.g., icons instead of text) to display information at glance, in line with original objective to reduce cognitive load scanning text

Conclusion

Summary

Reflections & Lessons Learnt

This project pushed me to deepen not just UX, but also client management skills.

One of the most fulfilling parts of this project was when I advocated for the users and the value of UX to the client.

Additional reflections...

•  Collaborative working relationships and open channels of communication played a keyrole in the success of this project.

• While the scope of our project was initially smaller, we took the initiative to take on more as we believed it would add more value to the client.

• It was thrilling having to adapt to new issues and engage in creative problem solving (e.g., deciphering the large amounts of gaming-related concepts & jargon, designing customised tests and surveys).

• Remote testing and interviewing participants from different parts of the globe was a highlight as I got to hear from a wide range of unique perspectives.

As always, it is important to be aware of the limitations...

Due to the tight time-frame, a major limitation of our project with GetGood was the limited rounds of testing and design iteration we performed. During debrief, we made sure to communicate the limitations of our research to the client, and to make appropriate recommendations for next steps.

As we made major information architecture changes in our final design iteration, one key recommendation was to perform card sorting/tree testing to validate those changes.

Another key recommendation was to test with a higher fidelity prototype, so that we can test more natural user behaviours when they explore and learn about the different platform features. There is also a need to reach out to a wider audience as most of our research recruitment was conducted via Discord and could have biased our sample.
The team at GA did an excellent job. As a developer, I did not have much prior experience with UX. It was costly and inefficient to implement changes only after development was done... Going forward I see the value and will engage in more user research to increase engagement with my users.
- Guo Xin, co-founder, GetGood