gnow

Gnow

The Problem

There is a barrier between young gamers and their parents about the understanding of gaming, and they cannot communicate efficiently. 

Gamers seek the more universal gaming community to connect to each other and the developers.

The Solution

An online community and gaming platform that connects the players and their parents, using the medium of video gaming to improve the real-life relationship. 

The focus is on encouraging inclusivity, information-sharing, and promoting a positive understanding of gaming.

My role

UX research, data mapping, UI design

Team members: Zhuorong Yuan, Jiajin Lan, Noel Gonzalez, Shibo Li.

 Design Toolkit
design tool
process 

How Might We 

HMW improve real life relationships through the medium of video gaming?

Primary Research

To know more about the current situation in people’s daily life, we used contextual research methods to gather data from our target user groups which included social gamers, parents and developers. We distributed online surveys to get quantitive data from gamers and their parents. We interviewed 12 people from three user groups to get qualitative data. Also, we conducted a cultural probe to get access to young parents and we got both quantitive and qualitative data.

 

1. Online survey: social gamers and parents

85.5% of gamers think entertainment is the core quality of the game; 55.3% of gamers use games to relieve stress; 89.5% of gamers rely on friends’ recommendations to play games; 26.3% of gamers don’t know how to connect with developers; 86.8% of gamers prefer to socialize with friends in the real world when gaming.

surverysurvery
 
2. Interviews: social gamers, parents, developers

We interviewed 12 people to get more qualitative data, including all user groups. We selected some inspiring quotes listing as following.

interview
 
3. Cultural probe: parents

The cultural probe is a contextual research method using the physical installation to do the survey, aiming to give participants a context about the content of the survey. We conducted a cultural probe especially for younger parents because we thought that the data for this user part might be missing in online surveys and interviews. 

Selected content: 

“I control and regulate my children’s gaming“ 

“I play with my kid in the library every week, and he teaches me to play“

 “Educational games can be nice.” “I just want them to play less game .”

cultural probe
cultural probe

 

Data Analysis

To identify the key user groups, we used empathy maps and value proposition canvas as tools to organize the data collected, which help us to create personas and decide the design criteria.

empathy map 
empathy map 
design criteria

Business Model Generation

After the determination of the design criteria, we moved forward to work on the business model that suited us. We started by writing down the value propositions and mapped out the expected customer journey map. Then we looked into the gaming industry, using SWOT to get a clear sight of the market, and created the business model canvas.

 
1. Value propositions
vp
2. Customer journey map
customer 
3.Business model canvas
customer 

Applying Users

Scaling from the market view, we recentered to the users. We created user empathy maps and scenarios to understand users' behaviors. According to this, we prioritized the features that brought the most value to our users and identified our product vision.

 
1. User empathy maps
 
2. User scenarios
 
3. Prioritization fo features
prioritization of features
4. Product vision board
product vision board 

The product

Scaling from the market view, we recentered to the users. We created user empathy maps and scenarios to understand users' behaviors. According to this, we prioritized the features that brought the most value to our users and identified our product vision.

 
1.Information architecture
prioritization of features
 
2. The mobile product
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