KISS

1K mobile app

"1k = 1000 kisses to win 1k (1000) coins"

Project background

1K, an online gaming platform, tries to help users to have more fun times by plaing video games. Based on their research team, users have lots of free times and they spend a huge percentage of it on social networking. They asked us to design a mobile challenging game. For example, they want an app that includes both social network and game.

Users

1K's main users includes all individual who love to spend their free time on gaming and/or social networking.

Research findings

We turned all of received feedback from our user research into user personas. One of our personas, Sean, is a single 35 years old full time employee. He has some free time after his work and often spends it on social and gaming platforms. He, loves to have a combinition of these 2 categories together. (game + social).

The problem

Currently, almost all of 1K games do NOT have any kind of social network connection and users often have a fake identity on gaming environment.

Ideate & Design

We brainstormed different prolific solution based on feedbacks from our research to identify different ways we could start designing for them.

Wireframes

We created the first level of the design in this stage based of our users and their feedbacks. All of these buttons, icons and images provide a simplified and intuitive means of navigation for the user.

Low-Fidelity Prototype

We connected all the digital wireframes together into a low fidelity prototype. Now, users are able to test the product and they are able to intract with each part of the design.

Research Plan & Usability Study

We conduct a remote, unmoderated usability study and our main target was to identify what difficulties users encountered when trying to use the app. Our study was between Jul 02 to Jul 09. We tasked 14 participants with updating the app. Each session lasted for 5-15 minutes, including the test and interview questions. Participants were anyone who loves online gaming and social platforms. We included a balanced number of male and female who were aged 18 to 35 years old. We presented participants with some tasks that had them interact with the app, then had them complete the System Usability Scale(SUS). We recorded the sessions and took notes on their progress and feedback, you can see the results below:

Observations Participant A Participant B Participant C Participant D Participant E
Will play this game again
Won't play this game anymore
Easily could take a selfie
Had a hard time to find the selfie capture button
Feels frustrated to take a new selfie
Speaks in a positive tone
Speak in a frustrated tone
Speaks in an annoyed tone
Speaks in a confident tone
Confused about scoring system
Wanted to add a new credit card to his/her account
Usability study insights
Based on the data from the study, we identified three areas that needed to be addressed:

  Users were confused about how to capture a new selfie, therefore they need more tips about the selfie button.
  Users couldn’t underestand how the app calculates thier points, so they need more context about scoring for each selfie.
  Users didn’t realize how to connect their bank account to the app, therefore they need more information about it.
Mockup
At this stage, we began to add more colors, images and icons to our designs. We updated the design and changed shape, size and structure of content borders and sections to high-fidelity versions. Based on the feedback from usability testing we updated the app. To do this, we added the selfie button to the top navbar to make it easier to use and also changed the colors and added more details to our design.
High-Fidelity Prototype
We connected all of our screens together into a working version that was representative of our final product. Each page of the design worked exactly like the real app would. This is what we passed off to the development team for production.
Accessibility considerations
To ensure that our app was accessible, we included screen readers throughout all stages of the design cycle. We tried to provide an inclusive and accessible experience for all.