Forheadini is a working title for a mobile game concept developed by Jakub Pawłowski, inspired by the popular "Heads Up!" game. The goal was to create a simpler, more intuitive version of this well-known game, focusing on ease of use and user engagement.
My responsibility as the UX Designer included conducting UX research and designing wireframes. The goal was to design a simplified and intuitive mobile game experience similar to "Heads Up!". The primary challenge was ensuring the game remained intuitive and simple, avoiding complexity that could overwhelm users.
MY ROLE | UX Designer
DEVELOPMENT TEAM | Jakub Pawłowski
PLATFORM | Mobile
Requirements were identified through a collaborative workshop with the developer. This session clarified the core loop, key features, and potential issues that needed to be addressed.
Research Plan
I developed a research plan, which included an extensive benchmarking analysis of 10 mobile games similar to "Heads Up!" (e.g., Czółko, What am I?, HeadBang!, etc.)
Findings Summary
Ads: Commonly shown after gameplay, before displaying results; banner ads in the menu were generally poorly received.
Microtransactions: Often related to accessing premium playlists.
Onboarding: Typically minimal, with instructions available before gameplay or under a "?" icon.
Login: Not required except in paid, premium versions.
Menu Layout: Generally composed of a top bar, tiles, and a bottom bar.
Game Actions: Actions like "Correct" and "Pass" could often be customized in settings.
Timer: Default countdown from 60 seconds, with options to adjust to 90 or 120 seconds.
Text Layout: Clock at the top, password in the middle, usually in white font.
Audio Feedback: Sounds for correct/pass actions, countdowns, button clicks, and optional background music.
Color Palette: Generally colorful with white fonts.
Common Issues:
- Limited customization options
- Quickly becomes repetitive
- Unclear controls
- Intrusive ads
- A significant amount of paid content
For Polish speakers:
Research plan: https://docs.google.com/document/d/1xoGBlpJlU5VgWOd9BD_sliqh-rwYMr1teU6FOmPSwBE/edit
Brief:
https://docs.google.com/document/d/1KoDtsJZ2cGHsd4wEg4iUeqWgdQWNtNC5AgeEoauZGOI/edit
Benchmarking + Desk research: https://docs.google.com/spreadsheets/d/11STx4ALk2oQ0Ceglg0pFe1Iv4ljeoFWFGPCslLOLpdM/edit?gid=432707469#gid=432707469
I structured the game's information architecture based on user needs and pain points identified in the research. Additionally, I created a moodboard and selected a color palette for the UI design, aligning with the simple and intuitive game experience.
Using the Material Design Kit and icons, I designed the initial set of low-fidelity wireframes. Unfortunately the project did not advance to the prototyping phase.
The research phase provided valuable insights, helping to clarify the design direction and user needs.
Unfortunately, the project did not progress beyond the wireframe design phase, so the UI prototype and full development were not realized.
The research phase was a crucial learning experience, highlighting the importance of thorough investigation and the impact of research-based insights on design decisions. I appreciate very much every minute spent on this project.
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