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Overview

Timeline

Risk is a popular multi-player world domination game that had pain points within its interface. These issues hinder the efficiency in which the user comprehends and plays the game. I identified these pain points and made improvements to the features. My prototype is then tested on different users, and their feedback is recorded for future analysis.

2 weeks

My Roles

UX Research   Animation   Wireframing

Usability Testing

Problem

How can we help players of the app game Risk learn and navigate the features of the app more efficiently?

Solution

I created a mid-fidelity prototype of updates to the game and tested them on different users to identify what can be further improved.

Final Product

Discovery & Concepting

I was given a list of features I should analyze and/or fix from the game. From the pain points I have gathered from myself and my classmates who played the game, I made adjustments to the different features.

Some of the features include...

Settings

I kept the sliders and toggle buttons but arranged all of the toggle buttons to fit onto one screen, so users do not have to go through the extra step of scrolling.  The report and resume buttons are also moved to one side of the screen, so players don't need to use 2 hands to tap on either.

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Tutorial Section

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Having the tutorial instructions fill up the screen doesn't allow the player see what they are talking about. By making the tutorial bubble point to where an action can take place, the player can get a better visual on where they can implement the instructions given.

Card Matching

The card outlines and the bonus chart being transparent can cause accessibility issues, so I added a solid background behind all the icons. Some players may not understand how the  award system and bonus chart works,so I added a section where tips on how the cards work and can be maximized are given, and a question button is added next to "Bonus" to explain the bonus chart.

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Battle Log

I want make the information of who attacked who and the amount of troops that are lost or gain more visually scannable, so I made all the information into a hierarchical chart format and added icons for bother attackers and the defeated.  Readers can now more easily read the stats of each battle with different opponents.

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Next Step
 

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User Interview & Responses

After making the prototype, I tested it on 6 different users.

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Results

-3/6 participants are confused as to what "fortify" means in phases

-3/6 participants thinks the tutorial can be phrased or displayed better

-6/6 participants thinks the toggles in settings should be clickable not draggable

-4/6 participants could not correctly identify where is the battle log icon

-6/6 participants needed time to understand the card matching section and is confused by at least one thing on the page

-5/6 participants needed time to understand the stat bar features and is confused by at least one thing

 

Most participants thought the visuals are appealing and animations are smooth. Overall, the users can understand the concept behind the game, but needed some time to learn more about

the features.

Next Step

The goal is not to have participants to approve all of the changes made but instead, for us to better understand what else can be improved. Further testing on the users playing the original in comparison to my prototype can identify if the adjustments decreased the amount of pain points or not. Additionally, further improvements to the prototypes can be made and a re-test can be done again to see the effects of the new adjustments.

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