STEAM DESIRABILITY likelihood
2020
VALUE PROPOSITION
Dot voting workshop resulted in need to increase decision-making towards purchase of digital games
METHOD
Usability testing
IMPACT
Redesign resulted in 80% discovery of tooltip followed by 100% task success
Users main decision to wishlist the game possibly affected by lack of price indication above the fold of the website page
PAPER PROTOTYPE & RITE - ITERATION 1 FEEDBACK
3 users
Lack of information on why the game would be recommended to them, how many people bought the game, popular opinions
PAPER PROTOTYPE & RITE - ITERATION 2 FEEDBACK
1 user
Lack of information on similar played games on why the game would be recommended
PAPER PROTOTYPE & RITE - ITERATION 3 FEEDBACK
1 user
Preferred probability of liking the game to be numeric
Tooltip information too generic, should be more tailored to each individual
PAPER PROTOTYPE & RITE - ITERATION 4 FEEDBACK
1 user
Lack of understanding of the number in the probability of liking the game
Lack of information on friends playing the game
PAPER PROTOTYPE & RITE - ITERATION 5 FEEDBACK
1 user
Use reduced notation to avoid visual clutter
Remove how many people play the game as information on friends playing was deemed more relevant
Lack of information on following streamers who have streamed this game with links to their page
HIFI PROTOTYPE
High-fidelity prototype built using HTML+CSS
USABILITY TESTING METHODOLOGY
Duration: 10 minutes
Participants: 5
Inclusive criteria: 18-50 y.o., tech-savvy, high frequency and permanency of Steam use (times per week), high discoverability of Steam (number of different pages viewed, number of games purchased)
Exclusion criteria: technophobes, non-users of Steam, never purchased games on Steam.
Task Scenario:
Task (a) - navigate the page freely to decide if you would like to purchase/wishlist this game or not (only based on information on the website, not the game itself)
Performance criteria:
Task (a) - click on “Add to wishlist” or “Add to cart” or decide not to purchase the game
Variables:
Time: time elapsed during exploration of the website (no longer than 10 minutes)
Clicks: number of clicks and discovery of tooltip
Success: success (ability to make a decision) or failure (inability to make a decision)
Test environment:
Laptop computer
Audio/Video recording with Bandicam
Brief/Consent/Debrief/Compensation
DATA ANALYSIS
Metrics:
One user did not see the tooltip
All users made a decision
Price was mentioned as one of the major contributors to the decision-making process
Time on page did not allow for conclusions to be drawn due to lack of comparison with real Steam users’ behavior
RESULTS
1 out of 5 users decided to buy the game
1 user decided not to buy the game
3 users wishlisted the game
Price was deemed important, although its location below the fold constributed to the need to scroll down to get more information before the decision
User 2
WIREFAME
Wireframe of the proposed solution using Axure
Persona 2 with storyboarding
VALIDATION OF VALUE PROPOSITION
Contextual inquiry followed by semi-structured interview
Competitive analysis
Identification of customer segment through personas
Storyboarding of touchpoints in the user journey
Card sorting for organization of information architecture
Paper prototyping proper for Wizard of Oz
Rapid Iterative Testing (RITE)
Wireframing using Axure
HiFi prototype using HTLM+CSS
Usability testing
Competitive analysis
Persona 1 with storyboarding
CARD SORTING
Users were asked to group concepts together as these made sense to them, as well as name each category. Users were also given the option to modify any card name to words they preferred. Finally, users were asked to organize each concept by order of importance inside each category and, then, to organize each grouping by order of importance, which allowed me to see the concepts on the far left at the top are perceived as the most important for users and on the far right at the bottom are the least important concepts for users.
User 1