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FightMe!

Have you ever texted friends and thought that you want to do more, but everything requires more planning and effort than can be afforded? With FightMe, you can fight against your friends with characters that just chatting with people can level up.

UX Team Members

  • [Nikola Rakocevic](!!!URL to Person A's published portfolio!!!) - !!!List of Person A's primary contributions!!!
  • [Ray Perez](!!!URL to Person B's published portfolio!!!) - !!!List of Person B's primary contributions!!!
  • [Jose Fernando Herrera](!!!URL to Person C's published portfolio!!!) - !!!List of Person C's primary contributions!!!

User-Centered Design Artifacts

Phase I: Analyzing Users, Competitors, and Initial Designs

Executive Summary

  • Competitive analysis showed there is a niche of a messaging app and game combination that can be filled:
    • Discord: Excels in intuitive and large scale communication, but game integration is clunky and unsupported.
    • SnapChat: Excels in picture focused and temporary conversations, but user score is irrelevant.
    • Pokemon Go: Excels in being a social game, but lacks a chat feature.
  • Heuristic evaluation put more focus on Discord, showing that it:
    • has strengths:
      • A wide array of customization.
      • Provides a lot of support for new users on desktop.
    • but also weaknesses:
      • Most of the customization is locked behind a paywall.
      • New users have less support on mobile.
      • No safety nets for removing or blocking a friend.
  • Personas and scenarios allowed for a higher fidelity visualization of the users and their needs:
    • Ages can range from high school to just entered the workforce.
    • To be able to socialize even if they can't converse.
    • A casual character leveling experience.
  • Sketches and diagrams showed that our app could:
    • Arrange its components to smoothly flow into each other.
    • Comfortably faciliate interactions.

Full phase I report

Phase II: Refining interaction and designing wireframes

Executive Summary

  • Wireframes provided high fidelity visualization of the expected look of the application to facilitate more precise evaluation.
  • Two outside evaluators conducted cognitive walkthroughs with the aforementioned wireframes and the previous phase's personas and scenarios to determine that while there were a few hiccups in navigation--i.e. a page missing a back arrow, navigation bar widgets not being labeled, and the "fight me" button to enter the fight stage not being distinct enough to make out from a title--the general layout of the application conforms with standards of messaging applications and should be easy to navigate.
  • During a demonstration, the software engineering team asked a crowd of 65 observers UX provided questions to get the following informal feedback:
    • Users wish for multiple trainable scores and group chats.
    • Incorporated games should be active, not idle.
    • There is a potential for monetization through profile customization.

Full phase II report

Phase III: Prototypes and User Testing

Executive Summary

  • !!!In a bullet-list, provide a summary that highlights...!!!
  • !!!What you've done during this phase...!!!
  • !!!and what the significance of it is...!!!
  • !!!as an executive would understand.!!!

Full phase III report

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