Thousands of games are available on the Nintendo Switch eShopThe official digital game store on the Nintendo Switch video game console., however, users struggle to find quality games to play. The project goal was to promote discovery by making it easy to narrow down selection and gauge quality. It was expected that improving discovery would also increase the amount of time users spend in the eShop.
Strategies to personalize the discovery and evaluation phases of the user journey were implemented, including a tunable homepage feed and a category-based rating system.
The project was self-directed and completed individually. I followed the design thinking process and took on the role of UX designer.
I used the sort and measure method to analyze a forum post in which members shared their experiences with the Nintendo Switch eShop. The post was sourced from Reddit’s Nintendo Switch subredditReddit is a discussion website with communities dedicated to particular topics known as ‘subreddits’..
My goals were to reduce and interpret the post so that I could:
Expectation mismatch is negatively impacting the user experience. Users launch the eShop with the intention of finding a quality game to play, however, they struggle with discovery.
I produced an affinity diagram from a forum post in which members discussed their strategies for finding games for the Nintendo Switch. The post was sourced from Reddit’s Nintendo Switch subreddit.
My goals were to:
Users who research out of obligation will need to be prioritized. These users turn to research because they can’t find games, however, their research reveals spoilers. Consequently, user intention – to find a quality game that’s fun to play – can’t be satisfied.
I created an empathy map to visualize Chris, the prioritized user type (users who research out of obligation).
My goals were to:
I constructed a retrospective user journey map to visualize the process Chris goes through when he needs a new game to play on his Nintendo Switch.
My goals were to:
I defined a user persona to represent Chris, the prioritized user type in this project (users who research out of obligation).
My goals were to:
I wrote three user need statements:
My goals were to:
User need statement #1 (parent scope)
Chris, a working parent with limited time for hobbies, needs to quickly and effortlessly discover high-quality games to play in order to take a break from life’s pressures and live out adventures he can’t experience in real life.
User need statement #2 (child scope)
Chris, a working parent with limited time for hobbies, needs to reduce selection in order to feel assured that he’s not overlooking a good game.
User need statement #3 (child scope)
Chris, a working parent with limited time for hobbies, needs to gauge the quality of a game in order to feel confident that he will have a great gaming experience.
To enhance the user experience, the redesign of the eShop will need to promote the quick and effortless discovery of quality games by:
I did a braindump focused on the in-scope user need statements that I defined in Phase 2.
My goal was to get all the preconceived ideas out of my head so that I could think freely throughout the Ideation phase.
Ideas that enable personalization have the potential to address Chris’s needs. For example, personalizing discovery with a curated homepage or personalizing evaluation with game element scores.
I used the SCAMPER brainstorming method with a focus on the in-scope user need statements.
I repeated the following steps for both user need statements:
My goals were to:
I created a user flow diagram that visualizes the path Chris would follow through the eShop to select and purchase a game if a tunable feed and a rating system were implemented.
My goals were to:
There are three points in the flow where Chris could loop back to his homepage feed and continue browsing. To prevent Chris from getting stuck in a loop, I believe the feed should be bounded (i.e. no infinite scroll).
I used the Crazy 8’s sketching technique to illustrate the tunable homepage feed and the rating system.
I repeated the following steps, once for the feed and again for the rating system.
My goals were to:
I did two rounds of wireframing, usability testing, and revisions.
Mid-Fidelity Wireframes
Usability Tests
Revisions
My goals were to:
Wireframes Round #1
Usability Tests Round #1
Wireframes Round #2
Usability Tests Round #2
I created high-fidelity, clickable wireframes.
My goals were to:
The risk of implementing the home feed and the rating system is reduced because they can be can be inserted without completely redesigning the interface.
Before:
“I can’t stand the eshop. I usually browse in dekudeals.com [a website that tracks the prices of games on the eShop] and then buy it in the eshop.” — Comment from forum post
After:
“I’m actually looking forward to going through my picks [of recommended games on the eShop]!” — Usability test participant
The difference in sentiment expressed above show that the design helped users discover quality games and that it would increase the amount of time users spend in the eShop.
A challenge I faced in this project was a mismatch between the information architecture and the users’ mental model. I resolved the mismatch by reorganizing the content according to user feedback, however, conducting a card sort prior to prototyping would have been valuable.
This project satisfied two small-scope user need statements within a larger problem statement and, if I ran another sprint, I would address additional user needs that contribute to the overarching goal. I would also facilitate further usability testing to increase the sample size and ensure results represent the targeted user type.