Ivelin Vlaykov's profile

Usability testing analysis and interaction design

Usability testing analysis and interaction design
UX Research / Usability test:
My practice is always to start by researching and testing the product and at what level it is currently according to available user records or different user work scenarios.
I found that the player was not sure if his leveling up reward was given by the casino or by the game. What I saw from the video is that you can't see the fully finished gameplay because of the surprisingly loading pop-up. Potentially there is not seen a completed final profit from the game but another new profit is given to the player from the platform. Which in some cases may be lower than the one won in the game. This could confuse users or backfire.
I suggest thinking about whether it could be better communicated through improved interaction to make it easier for the player to track where this reward is coming from without interfering with the gameplay in the background game.
Another thing I discovered while browsing the platform. Before the registration or deposit process, two types of welcome bonus offers are offered.
My hypothesis is that it would be confusing for the user why once they see that they could get 100 + 50 free games for certain two games or in the other case get 100 free games for a game of their choice.
I think that the double variant with the two games will be the most attractive, because the first game may in the future be an own product, a branded Betty game, and the other game may be of the player's free choice, as it is now with the single prize.

Customer Design proposal: There should be an “initial offer” (pop-up or modal), as part of a promotion or quest clearly showing the multitude of potential rewards associated.

Interaction Design notes: Here we could use different options for presenting promo offers and gamification methods. It's nice to know what the purpose of the promotion is and how many prizes we could include in it. I offer you an example variant with two rows with two prizes per row layout without the player needing to scroll.
We present various daily mission rewards as the player's base activity. In particular, the idea here is that the player sees the opportunity to be included in various campaigns and rewards every next day in which he will play. Visually every two days the rewards could be changed showing always at the beginning of the list the current day with a check mark displayed above it. The upcoming days will be presented according to the trademarks and icons of your current design system, to which I currently do not have access, these icons that I have used are only markers.
Customer Design proposal: Players receiving multiple rewards from any completed promotional campaign or quest should see the rewards in a single reward pop-up.

Interaction Design notes: I think we could offer an interactive animation for the rotating different prizes presented in this kind of pop-up. The player will see changing prizes themselves and will be able to rotate them himself by swiping or using the additional buttons. In my opinion, it would also be very nice if the individual rewards were presented with light and wipe animations in them to enhance the feeling of taking a profit in the player's emotion.
Customer Design proposal: Pre-deposit page should also display multi-reward promotions.

Interaction Design notes: I know from my experience that players like to have control over what happens. I have seen this specifically for the bet/deposit case from player sessions resulting from their desire to be able to enter the bet or deposit amount themselves into the casino.
I offer you options of combined prizes as a top offer for the player. Which can be presented along with additional rewards as another choice for the player. Bonus offers can be presented as rotating options without the player having to scroll the screen.​​​​​​​
Prepared for: https://betty.ca
Usability testing analysis and interaction design
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Usability testing analysis and interaction design

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