• App Design, Research, Ideation

  • 3 weeks

Problem

Card game is only available to play physically

Purpose-driven card game and movement all about empowering meaningful connections. Three carefully crafted levels of questions and wildcards allow you to deepen your existing relationships and create new ones. WRNS is only available as a card game that is played physically. How can we replicate the intimate user experience of playing WNRS into a virtual experience?

Solution

Sign Up Page w/ Profile

  • Loading Page is a rule book to keep the same concept

  • Quick Profile setup with favorite word and favorite question

  • Friends List to add friends and invite to games

  • Home Screen gives you the option to play the basics or buy the other expansion packs

Game Set up

  • Able to invite friends with distinctions for those who have/don’t have the game

  • While waiting for the player’s partner to join, the player can swipe through loving reminders

  • Players have the option to skip and dig deeper to be consistent with the game

  • Players have the option to skip through levels to intensify the game

Interview Plan

As user researchers, we want a better understanding on a user’s decision to keep playing WNRS & general card games.

Research Questions

To understand a user’s prior experiences playing We’re Not Really Strangers

  1. What is your name?

  2. How old are you?

  3. How would you describe yourself?

  4. What do you like to do for fun?

  5. How often do you play card games with your friends?

  6. Have you ever played a card game virtually? if so, what game?

  7. Have you ever played We’re Not Really Strangers? How many times?

  8. How many people do you usually play with?Was it only with friends? or strangers as well?

  9. Could you describe the environment/setting when you played the game?

To uncover a user’s behavior/feelings towards We’re Not Really Strangers

  1. What do you like most about playing WNRS?

  2. Could you walk me through your emotions from beginning of the game to the end?

  3. How would you describe the overall social bonding experience when playing the game?

  4. How did you feel about playing the game with friends versus strangers?

  5. If you could change one thing about WNRS, what would it be?How often do you stray away from playing according to the rules?

To understand how users utilize mobile apps to connect & strengthen social bonds virtually

  1. What apps do you use to stay connected with friends?What apps do you use to meet new people?

  2. What kind of conversations do you have on those apps?

  3. Do you ever wish you could deepen those conversations?

  4. Have you ever bonded with friends while playing a mobile app game? ex: among us, pokemon go. Do these apps ever lead to a deeper conversation / social bonding?

  5. Could you tell me about a time you created a friendship through the internet / virtually?

  6. Do you use any mobile apps to engage in deeper conversations with friends?

  7. How interested are you in engaging in deeper conversation with friends / those in your location?What keeps you hooked on a mobile app game? What makes you want to delete app?

Affinity Diagram

Theme 1: Setting

  • Users usually play general card games with friends or family at least once a month

  • Play WNRS with friends & strangers

  • Scenarios: First date, casual gathering, party

Theme 2: Motivation

  • Gave users an opportunity to get closer to their friends in a way that isn’t done in their daily lives

  • Helped users with anxiety & communication issues feel more comfortable opening up

  • Helped users meet new people in an intentional manner

Theme 3: Emotions

Emotional range: Suspenseful, fun, tension, happy, curious, warm, provoking, tearful, comfortable

Feature Analysis

Key Findings

Video Call

  • All competitors required users to play their mobile app in person except one

  • Only one competitor offered video call

Add a Stranger

  • Zero competitors offered the ability to play with someone new

  • Only one competitor permits users to invite a player

Profile Customization

  • Only one competitor gave users the opportunity to create their own profile  

 

Brainstorming

MoSCoW Matrix

 

Core Features

Replicate the intimacy & emotions of WNRS

Final Card: Written message to your partner at the end of the game will be revealed after 20 minutes

Each question will only be shown to whose turn it is

Ability to move on to the next level with consent

Is a question too personal to answer?

Feel like your partner is holding back?

Style Guide

Final Prototype

If I had more time..

  • Join a game with a stranger based on compatibility & consent

  • Ability to schedule a game in advance

Key Performance Indicators

In order to best understand the success of We’re Not Really Strangers as a mobile app, it would be important to measure KPIs such as:

User Growth Rate

Goal: Reach a wider audience 

Measure:

Average number of users who downloaded the app after receiving an external invitation

Average rate of users who share their final cards & rewards to social media per game


Weekly Active Users

Goal: Incentive users to play at least twice per week

Measure

Average number of games played per week

Average amount of days it takes a user to unlock an edition

Growth rate of connection coins & streaks

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