Overwatch 2

Overwatch 2 is a first-person shooter game developed and published by Blizzard Entertainment.

This is a personal project, created for ELVTR UX/UI for gaming course

Overview

April - May 2024

Goal

Develop a UX case, for a game from the provided list. Identify an opportunity and propose modification & improvement.

Problem

How can the select character experience be updated, to assist with better countering the enemy team? At which part of the user journey should this opportunity be brought forward?

How can the new experience be optimized and inclusive for all player expertise levels? (beginner-experienced)

My role

  • Identify and develop opportunity from User Journey

  • Create E2E flowchart

  • Conduct short competitive analysis

  • Design and user test with low-fidelity prototypes

  • Put together a user testing plan, and present results

  • Iterate designs and produce high fidelity mockups

  • Include and double check accessibility enhancements

* Character illustrations and 3D assets, were found online and re-purposed for the project needs.

Challenges

  • Develop a design that builds off the current experience

  • Assign available controller shortcuts for intuitive ease of access

  • Avoid steep learning curve for players

  • Consider if opportunity can assist with Player Acquisition strategy (to attract new and retain existing players)

Step 1

Research and find

I put together player personas to gain a better understanding of FPS players. To understand existing problems, I researched to find what O2 players were asking in Reddit forums. Then, I created a User Journey to highlight potential opportunities. I cross-referenced the problems faced by current players with my suggestions for opportunities and decided to develop a counter-select hero experience. Additionally, I conducted a quick competitive analysis for inspiration.

Player personas

  • ShadowHunterX


    Cody | 27 | Software Engineer


    Cody starts their day with breakfast and checks game updates. In the afternoon, they play warm-up matches before ranked play. Evenings are for team sessions, strategizing with friends. At night, they review progress, set goals, and log off for rest.

    Expectations:

    • Thrilling FPS experience with fluid controls and intense gunfights

    • Varied gameplay modes including solo and team-based

    • Regular updates for fresh content and engagement

    Motivations:

    • Improve skills and climb ranks for recognition

    • Enjoy social interactions and bonding with fellow players

    • Find escapism and excitement in gaming

    Constraints:

    • Limited time due to real-life responsibilities

    • Need to balance gaming with work, studies, etc.

    • Skill disparities require adaptive strategies and balanced matchmaking

  • SilverSage72


    Caitlyn | 35 | Dental assistant

    After putting her kids to bed, Caitlyn settles in for a cozy gaming session. She boots up her favorite RPG, immersing themselves in the game's enchanting world. Exploring new areas, completing quests, and interacting with NPCs, they unwind and enjoy the sense of adventure until it's time to call it a night and prepare for another day.

    Expectations:

    • Immersive world with engaging storytelling and diverse characters

    • Relaxing gameplay suitable for unwinding after a long day

    • Family-friendly content without excessive violence or mature themes

    Motivations:

    • Escape and relaxation from everyday stresses

    • Nostalgia and adventure reminiscent of classic RPGs

    • Bonding with family through shared gaming experiences

    Constraints:

    • Limited time for gaming, restricted to a few hours each night

    • Casual skill level preferring simple mechanics and forgiving difficulty

    • Budget considerations regarding in-game purchases and subscription fees

Public player insights

  • Full Hero Counter Chart

    “I am new to overwatch. I’m a competitive gamer who started playing since the new drop. I’m trying to learn as much as I can to catch up with the meta and how this game is played at a high level, but some of the information I read seems misleading..”

  • Who counters who?

    “Starting things off, I'm silver tank and support and gold dps. I’m not the worst, but I am nowhere near decent. Could I get a list of who counters who in this game? I know the obvious ones .. but I would like to know the rest so I can play into better fights.”

  • Counter chart ?

    “I have been looking for counters to certain heroes that I can't figure out myself … I am scared that if i just google it. I'll find complete nonsense … anyone know a chart or video with the counters, or generally more info on what to do against certain heroes ?”

User Journey

After crafting the player journey, I decided to focus designing the opportunity,
of recommending counter character picks against the enemy team, during a match

Competitive analysis

  • Dota - Friends and Foes

    The Friends and Foes legend box, uses percentage and colored legend to indicate how good/bad your selected character is against others. It also shows how compatible or not, your character is with certain allies.

    This information is helpful to quickly evaluate your character choice in comparison to how well you can combo with your team as well as how well you can counter the enemy team

  • League of Legends - Suggested items

    The suggested items in LoL, informs the users about what items are best to purchase, and whom would they help fight against. The information layout and language, helps the user quickly scan and make informed decision

  • Counter pick charts for O2

    There are several websites and forums that provide lists or charts of O2 counter heroes. Helpful information to study, but not easy to access or remember during a match. Especially if the player is on console

Step 2

UX design

Paper prototype

Flowchart

Once I completed the entire E2E Play flowchart, I delved into determining the most suitable moment to introduce the counter-picking experience to players. After careful consideration, I concluded that the best timing for presenting counter selection to users would be during the match, either within the Kill Cam sequence or immediately following auto-respawning. This hypothesis forms the basis for my upcoming usability testing, through which I aim to gather more insights.

Full E2E Play flow

Wireframes

  • Kill Cam screen

  • Character select screen

Step 3

Usability test

Plan protocol

Objectives

  • Evaluate new “counter pick suggestion” feature with players and understand discoverability issues and or communication gaps.

  • Can players understand all the information and options on [Kill cam screen] without assistance? If no, why?

  • Can players understand all the information and options in [Character select Screen] without assistance? If not, why?

  • Do players see value in the information provided in both screens? If not, why?

  • How do players feel about the feature design on both screens?

  • If players had a magic wand, to change anything, what would that be?

Logistics

Recruitment:
Target audiences: 16-55 years old
Play FPS games.
Experience level: New-Expert
4 testers

Platform:
Figma wireframe prototype

Schedules:
Date: 04/29/24 - 05/01/24
Moderated sessions

Tasks

  1. Go through and describe what they see in each wireframe (Kill Cam & Character selection)

  2. Point/Click/Speak - change characters.

  3. Point/Click/Speak - select a counter hero

  4. Speak out loud as they go through the screens.

  5. Express usefulness (positive/negative) of feature and in what scenarios

User feedback

All the users:

  • Understood the feature concept

  • Would use the feature if they kept getting killed by 1 enemy

  • Would use the feature if there’s 1 target the whole team wants out

  • Found the legend easily

  • Found the text/language clear

Half the users:

  • Didn’t think the feature would be useful, for targeting 1 enemy

Kill Cam screen

All the users:
1) Would prefer to see more hero counter options that just one


Half the users:
2) Misunderstood who the legend was referring to, due to placement location

Character select screen

All the users:
1) Found the iconography and color helpful and clear
2) Would prefer to see counter options for the whole enemy team, not just 1 enemy.

Half the users:
3) Misunderstood who the legend was referring to, due to placement location

Follow up iterations & assessment

Step 4

UI Design

After finalizing my wireframe design, I applied a UI treatment that’s building off the game’s design language. I re-utilized existing UI states from other parts of the game to ensure familiarity among players. Moreover, I incorporated the familiar red color hue to depict the enemy, along with maintaining the layout of icons and hero pictures, consistent with the game's established design.

High fidelity mockups

Decisions and thoughts

  • Kill Cam is placed on header, like titles are expected to

  • ‘Good against’ is placed close to the counter hero options

  • More heroes are visible, to entice players to change to a counter

  • CTA is on same eye height as hero squares, for faster info connection

  • Opportunity to have hero squares be quick-selected from here

Decisions and thoughts

  • Utilized existing selection method, to avoid learning curve

  • Filter tabs are placed in close proximity to hero squares, and my currently selected hero

  • Tab strings and selected states, to help understand in what filter mode players are

  • Controller shortcuts are placed in intuitive locations
    (RB-right tab active, LB-Left tab active)

  • Enemy names are displayed with picture for quick scan

  • Counter heroes options, placed under each enemy name, for clearer association by location

  • Development cost could be lower, because design is created within current constraints/layout format

  • AI opportunity to provide the suggestion of counters per enemy. And update as enemies change their heroes

Accessibility assessment

After conducting color blindness accessibility check, I updated color opacities and hues, so that there’s enough contrast ratio

Figma interactive prototype

“The world could always use more heroes”

Click on tabs, to view hero options
Click ‘Back’ to view Kill Cam, screen

Next
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Loop components