With the skeleton of the feature settled, we set out to flesh out the details and different states of each screen. Generally, we start out with a few different versions, through internal or external play test we gather feedback and iterate on them with the goals we set as our beacon.
Here are some of the examples of explorations:
Core Problem
As the most important screen in the entire feature, this screen is critical in a lot of ways. First we want to ensure that the screen has the right information hierarchy: there are a lot of information we are trying to pack into the screen, the rewards you are getting for this level, the grand prize, the social panel that contains you and your partner's contributions, the current progress, the contribution CTA, and the current level of your attraction. With all of them fighting over player's attention, we made different versions and presented to our player group to get some initial feedback.
Playtest and Feedback
Through rounds of play test, we've learnt an important yet simple lesson: there's limited space on the screen and with our player base usually having shorter attention span, something's gotta go. With countless discussion with stakeholders and game design, we've decided to only present the most essential information (current progress, next reward, social panel, and contribute CTA) on the screen and display other things contextually.
Another critical feedback we got from play test, however heartbreaking, is it is rather a laborious and boring task to contribute.
To address the feedback, we created multiple interaction prototypes to try and make contribution more fun. In the end we decided to add a randomization factor in, so instead of just coming in and press buttons to add tokens into the attraction, now every contribution is like opening a loot box. To visualize the randomization, we made the button a wheel you can spin.
Core Problem
We never had an utility issue with the match making pop up. However, through play test we have received numerous feedback on the feature being a bit dry. When asked to rate the social interaction of the feature, most people thought it was close to none. Players feel like they are playing with a faceless bot or would rather play with a bot.
So in these explorations, our goal was to make the matchmaking a bit more fun. To highlight the human element in it, instead of a list style, we explored card style which feels a lot more personal. Through prototyping and testing, we landed on the simplest dating app style card design.