04. User Goals
Identifying the user goals.
In order to identify the user goals of the website, I began to ideate on my notebook to generate a persona hypothesis to facilitate decisions based on our users needs, desires and varying contexts of use. I tried to imagine what features user might want to see, and how they might interact with the website.
Ideating on my notepad to generate a persona hypothesis.
Due to lack of existing user data specific to this site, I decided to look at the Google Analytics data of the company's merchandising website, Numskull Designs, which had a similar user demographic to what was targeted for this website. This was helpful as a reference point in defining the user persona of the target audience. I also looked at recent psychological research articles that explore the personality factors of video gamer personas.
I also decided to conduct face-to-face user interviews with the Numskull Games staff to identify any pain points they had within the back-end functionality of the current website.
Through careful analysis of this data, I identified sufficient behavioural variables to segment our user audience. These variables could be categories into skills such as technical knowledge of gaming, and motivations such as reasons for using website.
Final proposed primary user personas for this project.
04. User Research
Visualising the end-to-end.
We visualised and expressed the user's end-to-end journey through the website at several touch points using experience mapping techniques. We were able to visualise user pain points and determine where our efforts should be concentrated. Setting the stakeholder's expectations for the aspirational emotional state we were trying to achieve necessitated mapping out the customers' emotions.
Extracting Requirements with Mental Models
I was able to rapidly come up with a broad range of tasks by combining our information and conceptualising the various actions users perform before, during, and after purchasing a game.
I organised the tasks into behavioural affinities and aligned content and features. This helped me visualise what existing functionality and material would be valuable, what tasks needed to be supported, what potential for innovation was available, and what could be removed from the present website.
Afterwards, I entered all the ideas into a spreadsheet and prioritised them against our personas needs, tech feasibility, and business objectives.
Simplifying the user journey
As part of the business goals was to re-design the website to become more commercially focused, we identified that a critical red route was the user’s journey to purchase the product. This meant we had to address several issues to simplify this route:
• Organise the retailer links layout so they are easy to access and navigate.
• De-clutter the product page so it is concise.
• Polish the product page to combine social proof and compelling content.
As the website was not strictly an e-commerce site, but functions as a homepage which aggregated various online retailer links, we identified that the most important goal for building an effective red route was to make access to these links as simple as possible.
We decided to create three sticky buttons located on the bottom of the desktop and mobile designs which you could toggle on and off on the backend, depending on what the product was. One button led to a purchase route for buying a physical copy of the game, another for buying a digital copy and a third which led to a user journey to pre-order or register interest for updates. It was also important that the buttons had a clear call to action so users knew exactly what would happen if they clicked on it.
Another critical red route we identified is the user’s journey to apply for their game to be published. Therefore, we made efforts to simplify this route by making it easier to navigate and by reducing the number of interactions needed to submit an application.