Aidan Briggs
Problem
Gamers often struggle to find clear, concise, and reliable walkthroughs or tips for completing challenging sections of games. Existing guides are either too cluttered, tailored to only a couple of games, or fail to provide a user-friendly experience tailored to the player’s progress and preferences.
Solution
An app that provides a convenient, streamlined, user-friendly platform for ALL game walkthroughs and tips, offering curated, step-by-step guidance tailored to individual games and player needs.
Prototype of Game Guide
Research

Benchmark IGN
IGN organizes its guides into clear sections with cards which ensuring easy navigation for users. Their use of visuals, including screenshots and videos enhances clarity and makes complex instructions more accessible. While IGN excels in professional-grade content, it lacks personalization, which the app could address by providing customizable lists and interactive features tailored to individual player needs.
Mobile layout of IGN

Benchmark Steam
The game library makes it easy to find your games. However, once you access a specific game, its menus rely heavily on dropdowns, which can hinder accessibility. One standout feature of Steam is its community hubs, which allow players to share guides, post discussions, and comment, fostering a collaborative space for exchanging tips and strategies.
Mobile layout of Steam
Survey
The survey data includes a variety of questions about gaming habits, preferences for game guides, and demographic information. Here's a summary of the key insights:
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Gaming Frequency:
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Most respondents play video games daily.
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Guide Usage:
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The majority use guides often or sometimes.
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Common types of guides include video guides, community forums, and written guides.
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Platforms and Genres:
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Respondents primarily use PC, consoles, and mobile platforms.
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Popular genres include Action/Adventure, RPGs, and Strategy games.
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Reasons for Using Guides:
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Common reasons include finding hidden collectibles, solving puzzles, and fully completing a game.
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Accessing Guides:
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Many use YouTube or other websites to find guides.
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Clear visuals, concise answers, and easy navigation are highly valued in guides.
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Challenges with Existing Guides:
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Respondents reported frustration with outdated information, unnecessary details, or lack of structure.
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Desired features include timestamps, quick navigation buttons, and consistent formatting.
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Community Features:
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Features like sharing custom tips, comments, and voting on tips are considered valuable.
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Interest in a New App:
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Many are "somewhat likely" or "very likely" to use a dedicated app if it meets their needs.
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Key factors include accessibility, unique features, and detailed, reliable information.
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Demographics:
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Most respondents are aged 18-24 and started playing games between the ages of 5-9.
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The survey includes both male and female participants
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Low-Fi Sketches

User Flow

Start at the top: squares represent menus, and circles represent actions. All non-grey shapes indicate features I chose to prioritize in the prototype, while the grey shapes represent features that could be added if the product were fully developed.
Mid-Fi






Feedback

A/B test of Home Screen
This A/B test of the home screen examined having a header for the platform/device and different sizes for various devices. I also tested whether the "Add Game" button should be placed at the bottom right or bottom center. Ultimately, I decided to maintain consistent sizing across all platforms/devices while keeping the header to indicate the platform the game is on. Additionally, I moved the "Add Game" button to the bottom center to accommodate both left- and right-handed accessibility.
A/B test of Home Screen

Card Size Changes
These screens display the different card sizes for the tips screen. Ultimately, I chose the far-right screen as it provides the text with more breathing room without taking up too much space for the card itself.
Different Card Sizes for Tip Screen. Far right screen was best.

Navigation Bar Changes
The navbar for when entering a game underwent three changes. I experimented with no icons but an underline to indicate the user's location, icons with no underline, and icons with an underline. Ultimately, I decided to keep the icons without the underline to avoid making the design too cluttered.
A/B/C Testing of Navigation Bar. Left screen was best.

Tip Layout Changes
Originally, users would scroll to view the tips, but I changed this to arrows to eliminate scrolling and added an interactive progression bar, allowing users to jump to a specific step.
A/B Testing of tip layout. Right screen was the best.

Map Layout Changes
Originally, users would select which map they wanted to view for the game before accessing the map, where they could expand it and view a related tips section. This was changed to reduce friction for the user. Now, the map covers the entire screen and includes a dropdown menu, allowing users to view tips, switch maps, or draw on the map for personalization.
Original Map (Left + Center) Screen vs New Map Screen (Right)
Hi-Fi





