Building user research from scratch in a mobile video game studio
S
.
T
.
My work at Dual Cat revolved around 3 tasks :
Task 1
Develop a fast and robust user research process to follow the development of each game.
Task 2
Develop player knowledge through the development of personas. These personas should allow for better acquisition through more relevant advertising content.
Task 3
Evangelize the applications of UX and psychology in the context of video game development.
A
.
Step 1 : Stakeholder interviews
Step 2 : Comparative study - user testing platforms
Step 3 : Synthesis and recommandations
Step 4 : Concept tests and playtests
Step 5 : Atomic Research
Step 1 : Stakeholder interviews
Step 2 : Desk/secondary research
Step 3 : Personae - first iteration
Step 4 : Surveys
Step 5 : Desk/secondary research
Step 6 : KPI definition and tracking methods
Step 7 : Personae - second iteration
R
.
Operational
+00 %
days added to the project
No negative impact on the games' cycle of production
Process successfully implemented and on budget
Task 1
User Experience
+0,18
of stars (average of Android and iOS stores) on games with modifications based on research insights
Lower frequency of bad reviews as a result of pain point removal and higher quality perceived
Task 1
Operational
50
games tested - 300 millions downloads
Continuous improvement of game design in the studio
Spontaneous and very positive feedback of devs teams
Task 1
Operational
15
personas created in 2 iterations
Increase of player knowledge for the whole game studio
Positive returns from the marketing team on the second iteration
Task 2
Operational
55%
response rate
New in-game survey tool developed and tested
Comparison : vs 33% or 13% response for survey tools used in similar context
Task 2
Business
+6 % | +4% | +1,5%
early retention (day 1, 3 and 7 respectively)
Positive impact on KPIs observed via analytics example : LNR (LiveOps)
The introduction of a narrative goal, highlights of player progress and usability adjustements played a key roles in this result
Good early retention = the player understoods, likes and comes back
Task 2
Business
+13%
Click Through Rate on ads created with personas of the second iteration vs the first iteration
Better performance on creatives = visuals aligned with real motivations of potential players
Task 2
Operational
10
mobile game analysis performed
Each analysis exposed 2 or 3 notions of UX, psychology or behavioral economics.
Format was fun and accessible which triggered a high rate of participation, which in turn participated in a broader cultural change in the studio's game design



