Context

Schnitzeljagd is an adventure laid scavenger hunt app, the premise of which is to find hidden treasures from the hints parked at various spots. These spots could be anywhere ranging  from your  home,  to  a local area in your city, depending on your choice of game.

My Role

Timeframe

5 months

Tools

My Approach

Design Thinking

Figure: Design Thinking

The Double Diamond Strategy

The divergent and convergent methodologies of The Double Diamond Strategy helped me design solutions in a very efficient manner. I did a thorough research during the 'Discover' phase, which helped me understand my product from every perspective. This in turn also helped me narrow down the choices for decision making in the later design phases.
Figure: The Double Diamond Strategy

Discover

First and foremost I deep dove into the product market to observe how similar apps fared amongst users and what the key features were in them. Next, I looked at who the users were and what their motivations were to use these apps. Therefore I decided to

1) conduct a competitive analysis of 2 other apps of similar nature
2) create SWOT profiles of the 2 apps to find opportunities for Schnitzeljagd
3) host a user survey and
3) conduct interviews on recruited participants who used one/both of these apps
The apps I decided to analyze were Geocaching and Pokémon Go.
Here is a consolidation of parts of my product research and some key insights that I observed.
Main findings from Competitive analysis
Figure: Competitive Overview
Figure: Competitive Analysis of Geocaching
SWOT Analysis
Figure: SWOT Analysis of Geocaching

Key Insights

  • Incentive based games are popular
  • While Geocaching is more adventure based and older, Pokémon Go had more users because of the advanced technology
  • While using public spaces, care must be taken to ensure safety and security of the players as well as the public property that is in use
The next step was to understand the quintessential 'Why?' and the motivation of the users for playing games of this nature. My User Research goals were as follows;

1) To understand how and when the users like to play such games
2) To understand behavioral interaction of  the users with the app
3) To identify user motivations for indulging in outdoor games in general
4) To identify user pain  points while using the game apps
5) To  observe  and understand demography of users
6) To understand user expectations

I conducted both quantitative and qualitative research here via a survey and interviews which gave me a good insight into user behaviors.


Key Insights

  • People liked winning incentives however small or intangible since it gave them a sense of accomplishment
  • People in developing  economies preferred playing    computer games rather than outdoor games
  • People played these games to keep fit as well as for entertainment and relaxation
  • A major section of people preferred playing on their own rather than in groups.
  • People liked playing in organized groups over a weekend or in an ice-breaking sessions at work
  • People like to share their games and victories over WhatsApp, Phone calls and Social media
  • Good network connectivity plays a major role in choosing games

Define

With all my user research insights I was then able to create scenarios as for when and how the app would be used by people. I designed 3 different personas with the information obtained from the interviews, mapped user journeys, performed task analyses for each of my personas and created user stories matching their motivations, expectations and goals. In the end I sharpened the problem statement and made solution hypotheses for the issues stated.

Now let me introduce you to my primary persona, Resh.

Persona

Figure: Persona

Journey Map

Figure: Journey Map

Task Analysis

Figure: Task Analysis

User Stories

Some of the User Stories include;

1) As a game coordinator, I want to choose locations on the map, so that I can virtually place the hints.
2) As a game coordinator, I want to choose the number of hints I want to place, so as to set the game context.
3) As a game coordinator, I want to write hints for puzzles while deciding the location of the hints, so that the player can solve them as required.
4) As a  game coordinator, I want to add audio/visual hints, so that the hints are of interactive nature.
5) As a player, I want to view the options for local generic hunts, so that I can play as as individual.
6) As a player, I want to view the terrain situation in my hunts while choosing from the list, so that I can decide which game to play.
7) As a player, I want to post my "hunt" photos and experience on my social media page.

Problem Statement & Solution Hypothesis

The user needs a way to able to create a new game and invite people to play. He/She would also like to be able to choose from a list of games  to play, based on the game length or difficulty level.

Solution Hypothesis

Design a scavenger hunt app which,

1) lets players choose from a list of games to play
2) lets players create their own game and make it available globally for people to play
3) lets players chat with other players in the game
4) lets players share their stories via social media
"We will know these solutions work well for the app after the 1st usability test phase, when the 1st prototype will be presented to the users to test the initial functionalities in it and that will help me assess the efficiency of these hypotheses."

Design

Through all my extensive work on understanding the personas, I obtained a framework of the main functionalities for my app. Next, I conducted a card sort to understand user mental modals and also to get insights into user expectations when they interact with apps. Then I designed user flows and created a sitemap which underwent multiple iterations thoughtout the project phase and the last version of which looks as shown at the end of this section.

Card Sort

Open  and Closed Card Sorts were conducted on a total of 15 participants panning across Germany, Canada, Australia and  India. The main inference was the user mental modals (as shown below in the matrix) that I could then use to make more accurate decisions for the sitemap designs.
Figure: Card Sort Analysis

User Flow

Figure:User Flow

Sitemap

Figure: Sitemap

Deliver

The wireframing process began with pen and paper, noting down all the essential flows for the app features and sketching them out on post-its for ease of re-imagining the flow and making necessary quick changes.  I used Adobe XD for Mid and High Fidelity Wireframes.

Usability tests, affinity mapping and preference tests were conducted in multiple iterations after design modifications. A design guideline within WCAG 3.0 framework was created to address some of the accessibility issues.

I now present to you some major parts of my work I did in this phase, in the following section.

Low Fidelity Sketches

Mid Fidelity Wireframes

Usability Test and Affinity Mapping

After designing high fidelity wireframes, Moderated usability tests were conducted to test the 5 initial functionalities of Schitzeljagd.   I recruited participants via Slack and other networks and made a consent form which was sent to them well in advance via email. A test plan and test script were also subsequently made. The functions that I then tested are as follows:

1) Sign up and payment
2) Game search
3) Chat and messaging
4) Game play
5) Game creation.
Figure: Affinity Mapping
Based on usability heuristics such as consistency, standards, user control and freedom and the observations I made during the tests, design modifications were done some of which are as shown below
Figure: Design modifications
Preference tests were also conducted against some screens, as shown below.
You can find the detailed report on my findings here.

Design library

Based on Schnitzeljagd’s visual and aesthetic requirement,  a design library and a style guide was developed which consists of all the visual components used in the app.
Figure: Design library

Accessibility Design

In order to make the app intuitive as well as accessible to everyone, I read and researched further on inclusive design and how to keep the user interfaces user friendly especially for people with disabilities.

I incorporated some of the learnings as shown below.
Figure: Accessibility Design modifications

Interaction Animations and Emotional Design

In order to provide happy experiences to users and for them to have connected with the app at an emotional level, I decided to work on making the interactions smooth and creating some feel good animations and illustrations at some specific high points and transitions. Following are some animations I designed for a transition, user onboarding and user interaction .
Figure: Animations and Emotional Design

Final Designs

Reflections and Learnings

Schnitzeljagd  presented a great opportunity to learn  the  nuances in designing experience with integrity and intent. I had many wake up calls especially during  the initial research phase since it so turned out that I had to redo some of the research work.

My  survey  questions  and  interview questions needed more focus and direction, which I did only after I realized the shortcomings in my first survey design. Proper planning was required and more importantly so  because I was  recruiting  people to invest  their precious time and  it’s  only  fair  that  we do it mindfully and well planned lest their time and efforts get wasted.

The  other interesting  observation I  made  was  the  importance of an outside  eye. This  also then calls for an open mind and  vulnerability to receive and process critic and comments. Besides recruiting testers,  I  had immense  help  from  my UX mentor, tutor, my designer  friend,  my developer brother  and  my supply chain manager husband.  And  yes,  they  all come with different perspectives and that, needless to say is the best part!


Thank you for reading my case study! I hope you liked it.


Looking to collaborate? Drop me a line.

(I also do pro bono work for eco-friendly and sustainability based projects)
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