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Sailboat Challenge

Design a limited-time event that focuses on amplified engagement in short sessions.

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Achieve an ARPU (Average revenue per User) lift of 20% in 1-2 days duration.

Did we achieve this target?

ARPU Lift.png

Project Overview

Roles Played

UX Designer

Duration
Tools Used
  • figma
  • miro
Functional Collaboration

Game Design

Concept Art

Product Management

Animation

Developer

QA

Process Overview

Player Study

Player Challenges

Information Architecture

Conceptualization

Full Feature Flow

Competitor Analysis

User Stories

Edge Cases & Scenarios

Wireframes

Usability Testing

User Persona

Task Flows

Moodboarding

Mockups

Hand - off Document

Player Study

I initiated Research with the study and analysis of our game's player base behavior, such as time spent playing our game each day, number of sessions players play each day, time spent for each session, etc.

And a glimpse of what I found out...

50%

Players spend more than

10 mins a day

25%

Players spend more than

30 mins a day

70%

Players play less than

2 times a day

8 mins

Average Session duration

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Player Study Insights

Create a recurring event that will motivate the players through competition-fueled sessions and keep them engaged for longer session lengths.

Feature Concept

Play

Sailboat Challenge Race

Start Next

Sailboat Challenge Race

Play WoZ Magic Magic Levels to finish

Race Goal before others

Win
Rewards

Competitor Research

I identified, studied, and deconstructed the primary and secondary competitor game features with the same or similar mechanics as the Sailboat Challenge.

​

Analysed what worked and what didn't work for each competitor.

​

Identified Usability issues and opportunities.

​

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Space Mission Feature Deconstruct

Royal Match_Study 1.png

Personas

personas 1.png
personas 2.png

Player Challenges

  1. Game fatigue or burnout due to extended gameplay periods

  2. Poor internet connection might affect the competition

  3. Lack of interest in competition

  4. Lack of clear instructions

  5. Difficulty understanding mission objectives

  6. Limited booster availability

  7. Busy schedule

  8. Disinterest in playing for extended periods of time

  9. Lack of motivation to compete - when rewards are not exciting enough

  10. Poor user interface design

User Stories

User Stories 1.png

Task Flows

Flows.png

Edge Cases & Scenarios

Edge Cases & Scenarios 2.png

Conceptualisation - Wireframes

Wireframes 1.png
Wireframes 2.png

Mockups - Main UI Layout Variations

Layout Variations.png

Feature Flows

Forced Flow.png

Edge Cases

Edge Cases 1.png

Usability Testing - with VIP Players

Usability Testing 1.png

Developed & Released Product

Visual Mocks.png
Thank You
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