Ballistic

A marketplace for the modern gamer.

Role: Lead Designer

Tools: draw.io | Marvel | Figma | Sketch

Product summary

As the video game industry continues to flourish and target an exponentially increasing adult market, video game users need an all-in-one mobile marketplace app to fulfill their diverse gaming needs. Ballistic enables users to learn more about the video game industry, customize their preferences, and download games to various platform accounts easily.

Getting up to speed

Shortly after the US declared Covid-19 to be a public health emergency, I read that Italy had experienced an increase of more than 70% in internet traffic with the primary contribution being from online games such as Fortnite and Call of Duty. This inspired me to do a little research. I discovered that the video game industry had reached an all-time high since the Covid-19 lockdown. In the US, the gaming internet traffic went up 75% and the video game streaming service Twitch experienced a 20% increase in consumed content. As someone who barely plays video games, I found this to be an interesting market to explore.

Problem – The struggle is real

Through some initial interviews with several avid game lovers, I was able to determine a few common frustrations:

  1. It’s difficult to discover and learn about games a person may enjoy based on their preferences.

  2. Gaming news apps for mobile devices are cumbersome and not properly marketed to their target audience.

  3. It’s inconvenient and time-consuming for multi-platform game lovers to browse and download games on various marketplace apps.

Vision – Crafting the solution

After having those initial conversations, I was able to narrow down my vision to three simple goals:

  1. Design a mobile app that enables users to discover and download games to a specific account or device.

  2. Design a mobile app that enables users to read articles related to games and the industry.

  3. By using Apple’s Human Interface Guidelines, design a mobile app that is aesthetically pleasing and engaging for target users.

Pre-survey research

Prior to creating my own user survey, I did some market research to help paint a picture of who the target audience is.

The majority of gamers in the US are between the ages of 18 and 35.

The majority of gamers in the US are between the ages of 18 and 35.

75% of households in the US have at least one gamer.

75% of households in the US have at least one gamer.

65% of all adults in the US play video games.

65% of all adults in the US play video games.

User survey – Gathering data

While it was important to find out what types of games game-lovers were using and what competing apps they were engaging with, the main goal of the survey was to determine potential user stories for the app. To do this, I asked 40 game-loving participants to rate the importance of twelve potential features on a scale of 1 to 5. Here were the six top-rated features:

Competitive analysis

Based on my interviews, market research, and user survey, it was clear that the three main mobile platforms worth analyzing were Steam, IGN, and Apple Arcade. While I did a thorough competitive analysis of each of these platforms, here is a comprehensive SWOT analysis of each application.

SteamTop digital video game distribution serviceStrength:Massive game library enabling users to browse and purchase gamesWeakness:Weak mobile interface with navigation and accessibility issuesOpportunity:Improve navigation and overall user experienc…

Steam

Top digital video game distribution service

Strength:

  • Massive game library enabling users to browse and purchase games

Weakness:

  • Weak mobile interface with navigation and accessibility issues

Opportunity:

  • Improve navigation and overall user experience

Threat:

  • Marketplace that caters to various platforms aside from just PC games

IGNTop mobile app for video game newsStrength:Read and save articles related to the gaming industryWeakness:Distracting and intrusive ads that clutter the interfaceOpportunity:Explore income streams that do not interfere with the user experienceThre…

IGN

Top mobile app for video game news

Strength:

  • Read and save articles related to the gaming industry

Weakness:

  • Distracting and intrusive ads that clutter the interface

Opportunity:

  • Explore income streams that do not interfere with the user experience

Threat:

  • News app with a marketplace to provide sustainable income

Apple ArcadeTop marketplace for mobile gamesStrength:Clean interface with no ads or microtransactionsWeakness:Weak game selection with no AAA gamesOpportunity:Expand catalog with more well-known franchisesThreat:Mobile marketplace with prominent tit…

Apple Arcade

Top marketplace for mobile games

Strength:

  • Clean interface with no ads or microtransactions

Weakness:

  • Weak game selection with no AAA games

Opportunity:

  • Expand catalog with more well-known franchises

Threat:

  • Mobile marketplace with prominent titles for iOS and other platforms

Personas – Who are these people?

After reviewing notes from my interviews and survey results, I was able to determine two key users based on behavior, motivation, and demographics:

Casual users: The primary goal of a casual user is find interesting and relevant content. They are frequently visiting the app and are engaging with new and trending content.

Goal-driven users: Aside from browsing and purchasing games, goal-driven users are motivated to use the app to find specific information such as game strategies, reviews, and suggestions based on previously purchased games.

Goals:

Find new games related to her preferences

Read about trending topics

Frustrations:

Filtering through non-gaming content

Dealing with intrusive advertisements

Goals:

Read game reviews and strategy tips

Stay informed about specific games

Frustrations:

Dealing with poor search engine results

Clunky usability with apps on the market

Stories & flows – The MVP

After gathering this research on the market, it was time for me to start defining the scope and develop the minimum viable product. I narrowed down a list of user stories and organized them by high, medium, and low-priority features. From here, using Draw.io, I created user flows that visually captured the necessary steps involved with completing each individual user story.

High priority

  • Onboarding

  • Search and browse games

  • Purchase and download games

Medium priority

  • Read game reviews and ratings

  • Read articles and trending news

  • View game suggestions

Low priority

  • Bookmark articles

  • Add games to a wishlist

Wireframes – Piecing it together

After creating some rough sketches to assist with the basic structure and layout of the content, I imported my concepts into Figma to create some low-fidelity wireframes. I proceeded to create iterations on my ideas until I was happy with the basic structure of the app.

Welcome page

Welcome page

Create account

Create account

Home / News page

Home / News page

Store page

Store page

Single game

Single game

Checkout

Checkout

Usability testing – Round 1

Using Figma’s built-in prototyping tool, I made my wireframes clickable so I could test the usability of my user flows. With three potential users, I tested their ability to:

  • Create a new account

  • Search for a game

  • Locate the reviews for the game

  • Purchase the game

  • Save an article to their saved stories

While none of the participants struggled with these basic tasks, there was one thing that didn’t provide as much value as I originally thought it would. This was the feature that allowed users to change which platform they were shopping for on the store page. The horizontal scrolling for this feature seemed to be more cumbersome than convenient and I determined that a simple drop-down menu would remedy this issue by defaulting to the users’ interests.

Before

Before

After

After

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This realization encouraged me to add a simple step to the onboarding process that would enable users to indicate their gaming preferences. By enabling the user to personalize their interests, this would improve the value and overall engagement of the app.

Branding – Content conscious

In order to confidently define the branding for this app, it was essential for me to get an idea of what the content would look like. Because I knew that the content was going to be very stimulating and engaging, I knew that if I wasn’t careful, the app could end up looking like the Disney channel on an LSD trip. I wanted the app to be a neutral canvas that doesn’t distract, but instead compliment the engaging content.

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Branding – Color palette

The loud content led me to be inspired by apps like the Apple App store, Medium, Apple News, and Spotify. This is where I found validation in creating a white and black, light and dark mode themed app. After trying variations of light and dark mode, I determined that for maximum legibility and comfort, light mode should incorporate a pure white background with off-black text. Conversely, dark mode should incorporate a pure black background with off-white text.

Branding – Logo

After locking down the name Ballistic, I explored various logo ideas. The logo needed to be:

  • Playful, but not silly

  • Engaging, but not loud

  • Clean, but not cold

Branding – Fonts

For the main logo font, I decided to use Montserrat Alternates. I found that it captured the energy that was in line with the branding goals. I loved the roundness of the letters and particularly appreciated the shape of the a, l, and i in the name Ballistic.

Regarding the font for the main content of the app, I chose Montserrat. It’s clean and professional while it’s extra wide y-axis contributes to its legibility and audience engagement.

Montserrat Alternates

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Montserrat

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High-fidelity mockups

Now that I had the visual characteristics defined, I created the first iteration of high-fidelity mockups. Once I felt I had a solid foundation, I was eager to conduct my second round of usability testing.

Home

Home

Profile drawer

Profile drawer

Store

Store

Platform drop-down

Platform drop-down

Game info

Game info

Checkout

Checkout

Usability testing – Round 2

Again, using Figma’s built-in prototyping feature, I turned my screens into a high fidelity clickable prototype. With three new game-loving participants, I tested their ability to:

  • Create a new account

  • Search for a game

  • Locate the reviews for the game

  • Purchase the game

  • Save an article to their saved stories

Given that participants were able to complete these tasks from my wireframe testing easily, I had four main goals for this second round of testing.

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Impression

I wanted to test the user’s overall impression of the app. Do they find it unique, intuitive, and valuable?

 
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Tab bar icons

During the test I asked participants to predict and explain what they thought each icon indicated.

 
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Drop-down menu

I wanted to know if the drop-down menu on the store page was discoverable and intuitive.

 
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Anything missing?

Lastly, I wanted to know if participants felt that anything was missing or out of place.

 

What went well?

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Impression

Once again, users were able to complete all of the user flow tasks with ease, but most importantly, that participants fount the app to be engaging, the content to be relevant, and the solution to be valuable.

 
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Drop-down menu

The drop-down menu on the store page was a huge success. Participants pointed it out on their own without any prodding and immediately identified its unique value.

 

What failed?

The joystick icon in the tab bar was a huge failure. While I wanted to do something fun and unique to indicate the game marketplace, it was immediately clear that I had taken it too far and needed to utilize a standard icon commonly associated with shopping. I was inspired by Nintendo’s interface to use a shopping bag icon.

Before

Before

After

After

What was missing?

It became clear to me during this round of testing that users should be able to purchase a game without having to select the game. The purchase button needed to be underneath the title of the game in the marketplace. Additionally, all participants indicated that they would expect to see the game’s rating without having to select the game.

Before

Before

After

After

Final product

Light Mode

Dark Mode

Conclusion

Through my research and design process, I feel I was able to successfully craft a solution that empowers target users to accomplish their goals:

  • Purchase and download games for various gaming platforms

  • Discover new games based on the user’s preferences

  • Read relevant articles related to the gaming industry

  • View game ratings and reviews

This project taught me the importance of leaning on established design patterns. In order to recruit users, it’s important to understand what they anticipate based on their past experiences.

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