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App Design, Research, Ideation
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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
What is your name?
How old are you?
How would you describe yourself?
What do you like to do for fun?
How often do you play card games with your friends?
Have you ever played a card game virtually? if so, what game?
Have you ever played We’re Not Really Strangers? How many times?
How many people do you usually play with?Was it only with friends? or strangers as well?
Could you describe the environment/setting when you played the game?
To uncover a user’s behavior/feelings towards We’re Not Really Strangers
What do you like most about playing WNRS?
Could you walk me through your emotions from beginning of the game to the end?
How would you describe the overall social bonding experience when playing the game?
How did you feel about playing the game with friends versus strangers?
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
What apps do you use to stay connected with friends?What apps do you use to meet new people?
What kind of conversations do you have on those apps?
Do you ever wish you could deepen those conversations?
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?
Could you tell me about a time you created a friendship through the internet / virtually?
Do you use any mobile apps to engage in deeper conversations with friends?
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
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