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Overview

Gap/Opportunity

Players on different levels were always in need for more power. Power that's not limited to a ship or an officer, it should go fleet wide.

a person who is powering up.jpg

Solution

A new category of characters comprising the most impactful heroes / villains in Star Trek bringing power to officers and fleet via deep individual investment as they set the strategy from the player's base.

Impact 01

Introduced and conducted Design Sprint workshop with the team, got the team on the same page and aligned UX in the right direction.

Impact 02

Created First Time User Experience to introduce the feature to engage player. It helped increase engagement and our revenue went up by +7.5%.

Impact 03

Reduced UX production and development time by 15%.

Impact 04

Helped generate a lot of excitement and curiosity ever since release.

Goals

Lvl 40+

Players

Give a new avenue for power that incentivises upgrading the rest of the content.

Lvl 25-39

Players

Diversify the grind needed in mid level via event management to achieve extra ship power.

Lvl 15-24

Players

Integrate with Star Trek lore via most known characters in an IP from early in the game. 

Lvl 15>

Players

Players are still learning
the game, the feature is locked.

Core progression

Unlock Loop
Progression Loop.webp

How a player unlocks a
new commander.

Gameplay Loop
Core Loop.webp

How a player plays
the feature.

Process: Design Sprint

Tackling complex challenges and testing solutions.

Day 1

Align Everyone

We start by exploring the problem and establishing a shared understanding among your team. You then map out the challenge.

Frame 1.png

Day 2

Sketch

Pick inspiring products/ services and highlight what makes them best and how they solve for our pain points from previous task.

Frame 2.png

Day 3

Decide

At this point UX takes over, decides which of the above sketches and ideas are best and makes a quick prototype.

Frame 3.png

Day 4

Build

All the teams are aligned on the goals and

how the feature will shape up.
Important screens are ready.

Frame 4.png

Day 5

Test and Refine

All the teams are aligned basic goals and

how the feature will shape up.
A basic wireframe based prototype is ready.

Frame 5.png

Learnings from the UX playtest

I got confused when looking at the Commander profile page.

Participant 1

I wasnt sure what the difference was between Abilities...

Participant 2

It was not very easy to understand in the first go.

Participant 3

Learnings detailed

Whilst we were on the right track, our designs needed a lot of improvements to help players understand each screen better so that they can spend time learning about Commanders abilities and strategising their play.
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UX Research 2.png
UX Research 3.png

Changes to design

I gathered the feedbacks from the play-test and made changes to the mockups, worked with UI and ART team to create the final screens.

Post Playtest 1.png
Post Playtest.png
Post Playtest 2.png

Challenges

Techical constraints

During the Design sprint, I noticed that the Tech team needed considerable resources to develop. To avoid adding to their workload, I aligned them with UX goals and included them from the start. This ensured that neither team had to compromise.

 

The use of pre-existing component libraries restricted the design's flexibility. Unfortunately, this was a completely new feature, I tried to reuse as much as possible but had to design and add new components to the library.

Budget constraints

The team planned to take an MVP approach without player testing, but I realised it wasn't viable and encouraged them to test our early prototypes, which is critical for the success of a large-scale feature. It was not easy to convice as it require sometime to schedule, find participants and conduct testing. 

 

I did remove a lot of elements to make it easier to develop and added it to the future improvement list.

Stakeholder management

At first, I received a lot of feedback, which resulted in numerous changes. I was able to persuade the stakeholders to hold on to their feedback because many items will be evaluated after player testing, which worked.

 

Furthermore, from our Design Sprint exercise, I had a few of stakeholders aligned with my direction; it all came down to ensuring that the OKRs were met by the intended design, the goals helped make the design more apparent and required fewer adjustments.

Launch

Final Screen.png
Final Screen 1.png
Final Screen 2.png
Final Screen 3.png
Final Screen 3.png

Outcomes and results

Better time Allocation

I learnt from my previous project that I was always going back and forth with stakeholders, which resulted in more time spent on Figma and little time left for player testing.

For Fleet commanders, I used the design sprint process and focused my efforts on secondary research, studying our competitors. I interacted closely and early with them to achieve their buy-in. As a result, more time is spent on player testing and implementing modifications based on player feedback.

I was able to deliver the designs with feedback and playtest before the deadline, saving money.

Time Allocation.png
FTUE.png

Increase in engagement 

My UX solution onboarded and assisted players in quickly learning the feature, increasing engagement and resulting in a 7.5% boost in income.

Player data on "It was easy to source and get started with a fleet commander" can be found on the right.

Customer Satisfaction

On the left is a clip from our Customer Satisfaction Survey; in summary, most of our customers were more than "satisfied," which is a good indicator, but there is still room for improvement, such as fewer glitches, better usability testing, and so on.

CSAT.png

Introduction to
'Fleet Commanders'

In 2023, I worked on a Large scale feature at Scopely's Digit Game. The brief was to introduce a new method for players to gain more power that spans across their fleet. 

Role

Worked as the Lead UX Designer for the project. Collaborated with a big team and a UX researcher.

Deliverables
  • Workshop facilitation

  • Iterative design

  • User- experience design

  • User-interface design

  • Wireframing

  • Remote user testing

Team

1 Product Manger

2 Game Designers
5 Tech(BE+FE) 
1 UI-Tech 

1 Producer

2 QA

1 Lead UX

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