Reduce time to first gameplay.

Increase repeat play through social features.

Improve engagement without overwhelming users.

Time to discover games.

Willingness to return.

Feature preference (chat, leaderboard, points).

GOALS

SUCCESS METRICS

A Casual Multiplayer Gaming Experience

How do you design a casual multiplayer game that’s fast to start, social by choice, and rewarding to replay?

Team

UX Researcher & Product Designer (Me)

Software Developers


Timeline

6 weeks

?

The Problem?

Casual players struggle to discover games quickly and lack social features that keep them engaged over time.


Casual gaming sessions are short. Any friction before gameplay or lack of motivation after a session increases drop-off and reduces retention.

Why This Matters?

Projected +42% retention (based on reduced steps & motivational incentives)


Before moving into solutions, I focused on understanding how casual players discover games, what motivates them to return, and how social features influence engagement without overwhelming gameplay.

The research aimed to answer three key questions:

  1. How quickly do users expect to start playing a game?

  2. What factors influence repeat play in casual multiplayer games?

  3. How can social interaction be integrated without disrupting focus?

RESEARCH

Competitive Heuristic Review (3 Platforms)

Key Observations:

  1. Many platforms prioritized visual complexity over fast game access.

  2. Social features (chat, leaderboards) were often buried or optional.

  3. Progress systems lacked clarity beyond win/lose states.

  4. Onboarding friction increased drop-off for casual players.

Design Implication:
Glitch needed to prioritize speed, clarity, and visible motivation.


The heuristic review revealed several recurring patterns across competing platforms.

User Interviews (3 Participants)

Key Patterns Identified:

  1. Users expect to start playing within 1–2 interactions.

  2. Excessive setup or configuration leads to frustration.

  3. Playing alone feels disengaging over time.

  4. Visible rewards and progress increase motivation to return.

  5. Social presence is valued, even without active interaction.

What Surprised Me:

  1. Users were more motivated by seeing others’ wins than by winning themselves.

  2. Chat was valued more as a sense of presence than for constant conversation.

  3. Leaderboards sparked curiosity rather than intimidation when positioned clearly.

“Sometimes I just want a quick game,

other times I want to challenge my friends.”

“I just want to open the app and start playing right away.

If I have to set up too much, I’ll drop it.”

PROBLEM DECOMPOSITION

Research helped break the broader problem into actionable UX challenges. These insights directly informed early design decisions.


Ideation & Early Exploration

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Started from rough sketches

Explored multiple entry-point layouts

Prioritized ideas that reduced steps to play

Tested nav-first vs modal-first approaches

Early exploration focused on reducing steps to play while keeping social features discoverable but optional.

EARLY FLOW DECISIONS

These ensured users could start playing immediately while discovering social features organically.


Centralized games in

the nav bar

Removed unnecessary

onboarding steps

Made chat persistent

but unobtrusive

Positioned leaderboard as discoverable,

not mandatory

ITERATIONS (based on feedback & Initial User testing)

To validate early flows and reduce friction before finalizing the design, moderated usability testing sessions were conducted. Some of the iterations are mentioned below:

7 moderated sessions · Think-aloud · Interactive prototype

  1. Restart Button to Increase Engagement

User Feedback
During usability testing, several users paused after the game ended and attempted to exit rather than replay, indicating uncertainty about the next action.

Design Change
Added a clearly visible Restart button to the end-of-game state to encourage immediate replay and reduce drop-off between sessions.

  1. Rules Readability Improvements

User Feedback
Users skimmed or skipped the rules and asked clarifying questions during gameplay, suggesting the information was not easily scannable.

Design Change
Reworked the rules layout to improve readability by simplifying language, improving hierarchy, and making key actions more visually prominent.

Modal-Based Game Launch (Development Constraint)

From development perspective, having a modal for a new game was easier as compared to a new page. Since modal lives on the same page, we don’t have to configure additional routes and also makes rendering easier.

FINAL SOLUTION

Interactive Chat Section

All games accessible through the nav bar

Points earned

Leaderboard Section

DESIGN RATIONALE

Features

Entry Points and Rewards

Encouraged to imitate wins of other players.

Social proof

Live Game Rooms and Game History

Multiplayer and Chat Section

Having multiplayer games and real time chat.

Social Proof & Belongingness

~42% projected increase in retention

5 of 7 participants reported they would return more often if chat was enabled.


Leaderboard

To repeat play rate.

Competition & Motivation

71% of users navigated to Leaderboard within first 3 minutes

Added sense of achievement.

Gamification & Reinforcement

6 of 7 participants preferred the points system over just win/lose.

Usability Testing - Conducted user test on 7 users

Development Challenges & Solutions

  1. Design Feasibility
    We iterated on multiple designs, ensuring each concept was practical for coding.

  2. User Engagement
    We incorporated animations to boost engagement and kept the CSS simple to implement.

  3. Usability
    Modal windows were added to improve visual appeal and usability.

  4. Navigation and Aesthetics
    Focus was on creating a colorful, engaging, and easy-to-navigate design.


Through our collaborative approach, we achieved a harmonious blend of visual appeal and practical development.

REFLECTION

I saw that removing steps before gameplay increased engagement more than adding new features.

I learned to treat speed as a UX requirement, not a bonus.

Making chat and leaderboards optional created connection without overwhelming casual players.

I realized social features don’t need to be loud to be effective.

Watching users hesitate and struggle showed me where simplicity mattered more than complexity.

Usability testing helped me let go of my early assumptions.

Designing within technical constraints pushed me toward cleaner and more practical solutions.

Working closely with developers improved my design decisions.

If I revisited it, I would test retention across multiple sessions to better understand motivation and progression over time.

If I revisited this project, I’d test retention over multiple sessions.

USER JOURNEY

User Goal

“I want to play something quickly.”

Actions

Opens the app with limited time.

Emotion

😐 Neutral / Slightly Impatient

Pain Point

Short attention span.

  1. Game Entry

User Goal

Find a game without friction.

Actions

Scans the navigation →

Looks for familiar games.

Emotion

😕 Frustrated

Pain Point

Too many steps involved.

2. Game Discovery

User Goal

Start playing instantly with light competition.

Actions

Launches a game → completes multiple steps before gameplay begins.

Emotion

😕 → 🙂
Annoyed, then happy the game started.

Pain Point

No instant game access.

  1. Game Play

User Goal

Feel a meaningful sense of outcome after playing.

Actions

Sees result → Earns points.

Emotion

🙂 Relieved if won
😕 Demotivated if lost.

Pain Point

Win/lose outcomes felt final and demotivating, especially after a loss.

  1. Win/Lose State

User Goal

Decide if continuing to play feels worthwhile.

Sees the game end screen → Pauses without a clear next step → Closes the game after a single match

Actions

The match ends naturally, with no progress or social pull to continue.

Pain Point

Emotion

😐 → 😕
Neutral → Disengaged

  1. Post-Game Decision

Reduce time to first gameplay.

Increase repeat play through social features.

Improve engagement without overwhelming users.

Time to discover games.

Willingness to return.

Feature preference (chat, leaderboard, points).

GOALS

SUCCESS METRICS

A Casual Multiplayer Gaming Experience

How do you design a casual multiplayer game that’s fast to start, social by choice, and rewarding to replay?

Team

UX Researcher & Product Designer (Me)

Software Developers


Timeline

6 weeks

?

The Problem?

Casual players struggle to discover games quickly and lack social features that keep them engaged over time.


Casual gaming sessions are short. Any friction before gameplay or lack of motivation after a session increases drop-off and reduces retention.

Why This Matters?

Projected +42% retention (based on reduced steps & motivational incentives)


Before moving into solutions, I focused on understanding how casual players discover games, what motivates them to return, and how social features influence engagement without overwhelming gameplay.

The research aimed to answer three key questions:

  1. How quickly do users expect to start playing a game?

  2. What factors influence repeat play in casual multiplayer games?

  3. How can social interaction be integrated without disrupting focus?

RESEARCH

Competitive Heuristic Review (3 Platforms)

Key Observations:

  1. Many platforms prioritized visual complexity over fast game access.

  2. Social features (chat, leaderboards) were often buried or optional.

  3. Progress systems lacked clarity beyond win/lose states.

  4. Onboarding friction increased drop-off for casual players.

Design Implication:
Glitch needed to prioritize speed, clarity, and visible motivation.


The heuristic review revealed several recurring patterns across competing platforms.

User Interviews (3 Participants)

Key Patterns Identified:

  1. Users expect to start playing within 1–2 interactions.

  2. Excessive setup or configuration leads to frustration.

  3. Playing alone feels disengaging over time.

  4. Visible rewards and progress increase motivation to return.

  5. Social presence is valued, even without active interaction.

What Surprised Me:

  1. Users were more motivated by seeing others’ wins than by winning themselves.

  2. Chat was valued more as a sense of presence than for constant conversation.

  3. Leaderboards sparked curiosity rather than intimidation when positioned clearly.

“Sometimes I just want a quick game,

other times I want to challenge my friends.”

“I just want to open the app and start playing right away.

If I have to set up too much, I’ll drop it.”

PROBLEM DECOMPOSITION

Research helped break the broader problem into actionable UX challenges. These insights directly informed early design decisions.


Ideation & Early Exploration

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Started from rough sketches

Explored multiple entry-point layouts

Prioritized ideas that reduced steps to play

Tested nav-first vs modal-first approaches

Early exploration focused on reducing steps to play while keeping social features discoverable but optional.

EARLY FLOW DECISIONS

These ensured users could start playing immediately while discovering social features organically.


Centralized games in

the nav bar

Removed unnecessary

onboarding steps

Made chat persistent

but unobtrusive

Positioned leaderboard as discoverable,

not mandatory

ITERATIONS (based on feedback & Initial User testing)

To validate early flows and reduce friction before finalizing the design, moderated usability testing sessions were conducted. Some of the iterations are mentioned below:

7 moderated sessions · Think-aloud · Interactive prototype

  1. Restart Button to Increase Engagement

User Feedback
During usability testing, several users paused after the game ended and attempted to exit rather than replay, indicating uncertainty about the next action.

Design Change
Added a clearly visible Restart button to the end-of-game state to encourage immediate replay and reduce drop-off between sessions.

  1. Rules Readability Improvements

User Feedback
Users skimmed or skipped the rules and asked clarifying questions during gameplay, suggesting the information was not easily scannable.

Design Change
Reworked the rules layout to improve readability by simplifying language, improving hierarchy, and making key actions more visually prominent.

Modal-Based Game Launch (Development Constraint)

From development perspective, having a modal for a new game was easier as compared to a new page. Since modal lives on the same page, we don’t have to configure additional routes and also makes rendering easier.

FINAL SOLUTION

Interactive Chat Section

All games accessible through the nav bar

Points earned

Leaderboard Section

DESIGN RATIONALE

Features

Entry Points and Rewards

Encouraged to imitate wins of other players.

Social proof

Live Game Rooms and Game History

Multiplayer and Chat Section

Having multiplayer games and real time chat.

Social Proof & Belongingness

~42% projected increase in retention

5 of 7 participants reported they would return more often if chat was enabled.


Leaderboard

To repeat play rate.

Competition & Motivation

71% of users navigated to Leaderboard within first 3 minutes

Added sense of achievement.

Gamification & Reinforcement

6 of 7 participants preferred the points system over just win/lose.

Usability Testing - Conducted user test on 7 users

Development Challenges & Solutions

  1. Design Feasibility
    We iterated on multiple designs, ensuring each concept was practical for coding.

  2. User Engagement
    We incorporated animations to boost engagement and kept the CSS simple to implement.

  3. Usability
    Modal windows were added to improve visual appeal and usability.

  4. Navigation and Aesthetics
    Focus was on creating a colorful, engaging, and easy-to-navigate design.


Through our collaborative approach, we achieved a harmonious blend of visual appeal and practical development.

REFLECTION

I saw that removing steps before gameplay increased engagement more than adding new features.

I learned to treat speed as a UX requirement, not a bonus.

Making chat and leaderboards optional created connection without overwhelming casual players.

I realized social features don’t need to be loud to be effective.

Watching users hesitate and struggle showed me where simplicity mattered more than complexity.

Usability testing helped me let go of my early assumptions.

Designing within technical constraints pushed me toward cleaner and more practical solutions.

Working closely with developers improved my design decisions.

If I revisited it, I would test retention across multiple sessions to better understand motivation and progression over time.

If I revisited this project, I’d test retention over multiple sessions.

USER JOURNEY

User Goal

“I want to play something quickly.”

Actions

Opens the app with limited time.

Emotion

😐 Neutral / Slightly Impatient

Pain Point

Short attention span.

  1. Game Entry

User Goal

Find a game without friction.

Actions

Scans the navigation →

Looks for familiar games.

Emotion

😕 Frustrated

Pain Point

Too many steps involved.

2. Game Discovery

User Goal

Start playing instantly with light competition.

Actions

Launches a game → completes multiple steps before gameplay begins.

Emotion

😕 → 🙂
Annoyed, then happy the game started.

Pain Point

No instant game access.

  1. Game Play

User Goal

Feel a meaningful sense of outcome after playing.

Actions

Sees result → Earns points.

Emotion

🙂 Relieved if won
😕 Demotivated if lost.

Pain Point

Win/lose outcomes felt final and demotivating, especially after a loss.

  1. Win/Lose State

User Goal

Decide if continuing to play feels worthwhile.

Sees the game end screen → Pauses without a clear next step → Closes the game after a single match

Actions

The match ends naturally, with no progress or social pull to continue.

Pain Point

Emotion

😐 → 😕
Neutral → Disengaged

  1. Post-Game Decision

Reduce time to first gameplay.

Increase repeat play through social features.

Improve engagement without overwhelming users.

Time to discover games.

Willingness to return.

Feature preference (chat, leaderboard, points).

GOALS

SUCCESS METRICS

A Casual Multiplayer Gaming Experience

How do you design a casual multiplayer game that’s fast to start, social by choice, and rewarding to replay?

Team

UX Researcher & Product Designer (Me)

Software Developers


Timeline

6 weeks

?

The Problem?

Casual players struggle to discover games quickly and lack social features that keep them engaged over time.


Casual gaming sessions are short. Any friction before gameplay or lack of motivation after a session increases drop-off and reduces retention.

Why This Matters?

Projected +42% retention (based on reduced steps & motivational incentives)


Before moving into solutions, I focused on understanding how casual players discover games, what motivates them to return, and how social features influence engagement without overwhelming gameplay.

The research aimed to answer three key questions:

  1. How quickly do users expect to start playing a game?

  2. What factors influence repeat play in casual multiplayer games?

  3. How can social interaction be integrated without disrupting focus?

RESEARCH

Competitive Heuristic Review (3 Platforms)

Key Observations:

  1. Many platforms prioritized visual complexity over fast game access.

  2. Social features (chat, leaderboards) were often buried or optional.

  3. Progress systems lacked clarity beyond win/lose states.

  1. Onboarding friction increased drop-off for casual players.

Design Implication:
Glitch needed to prioritize speed, clarity, and visible motivation.


The heuristic review revealed several recurring patterns across competing platforms.

User Interviews (3 Participants)

Key Patterns Identified:

  1. Users expect to start playing within 1–2 interactions.

  2. Excessive setup or configuration leads to frustration.

  3. Playing alone feels disengaging over time.

  4. Visible rewards and progress increase motivation to return.

  5. Social presence is valued, even without active interaction.

What Surprised Me:

  1. Users were more motivated by seeing others’ wins than by winning themselves.

  2. Chat was valued more as a sense of presence than for constant conversation.

  3. Leaderboards sparked curiosity rather than intimidation when positioned clearly.

“Sometimes I just want a quick game,

other times I want to challenge my friends.”

“I just want to open the app and start playing right away.

If I have to set up too much, I’ll drop it.”

PROBLEM DECOMPOSITION

Research helped break the broader problem into actionable UX challenges. These insights directly informed early design decisions.


Ideation & Early Exploration

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Started from rough sketches

Explored multiple entry-point layouts

Prioritized ideas that reduced steps to play

Tested nav-first vs modal-first approaches

Early exploration focused on reducing steps to play while keeping social features discoverable but optional.

EARLY FLOW DECISIONS

These ensured users could start playing immediately while discovering social features organically.


Centralized games in

the nav bar

Removed unnecessary

onboarding steps

Made chat persistent

but unobtrusive

Positioned leaderboard as discoverable,

not mandatory

ITERATIONS (based on feedback & Initial User testing)

To validate early flows and reduce friction before finalizing the design, moderated usability testing sessions were conducted. Some of the iterations are mentioned below:

7 moderated sessions · Think-aloud · Interactive prototype

  1. Restart Button to Increase Engagement

User Feedback
During usability testing, several users paused after the game ended and attempted to exit rather than replay, indicating uncertainty about the next action.

Design Change
Added a clearly visible Restart button to the end-of-game state to encourage immediate replay and reduce drop-off between sessions.

  1. Rules Readability Improvements

User Feedback
Users skimmed or skipped the rules and asked clarifying questions during gameplay, suggesting the information was not easily scannable.

Design Change
Reworked the rules layout to improve readability by simplifying language, improving hierarchy, and making key actions more visually prominent.

Modal-Based Game Launch (Development Constraint)

From development perspective, having a modal for a new game was easier as compared to a new page. Since modal lives on the same page, we don’t have to configure additional routes and also makes rendering easier.

FINAL SOLUTION

Interactive Chat Section

All games accessible through the nav bar

Points earned

Leaderboard Section

DESIGN RATIONALE

Features

Entry Points and Rewards

Encouraged to imitate wins of other players.

Social proof

Live Game Rooms and Game History

Multiplayer and Chat Section

Having multiplayer games and real time chat.

Social Proof & Belongingness

~42% projected increase in retention

5 of 7 participants reported they would return more often if chat was enabled.


Leaderboard

To repeat play rate.

Competition & Motivation

71% of users navigated to Leaderboard within first 3 minutes

Added sense of achievement.

Gamification & Reinforcement

6 of 7 participants preferred the points system over just win/lose.

Usability Testing - Conducted user test on 7 users

Development Challenges & Solutions

  1. Design Feasibility
    We iterated on multiple designs, ensuring each concept was practical for coding.

  2. User Engagement
    We incorporated animations to boost engagement and kept the CSS simple to implement.

  3. Usability
    Modal windows were added to improve visual appeal and usability.

  4. Navigation and Aesthetics
    Focus was on creating a colorful, engaging, and easy-to-navigate design.


Through our collaborative approach, we achieved a harmonious blend of visual appeal and practical development.

REFLECTION

I saw that removing steps before gameplay increased engagement more than adding new features.

I learned to treat speed as a UX requirement, not a bonus.

Making chat and leaderboards optional created connection without overwhelming casual players.

I realized social features don’t need to be loud to be effective.

Watching users hesitate and struggle showed me where simplicity mattered more than complexity.

Usability testing helped me let go of my early assumptions.

Designing within technical constraints pushed me toward cleaner and more practical solutions.

Working closely with developers improved my design decisions.

If I revisited it, I would test retention across multiple sessions to better understand motivation and progression over time.

If I revisited this project, I’d test retention over multiple sessions.

USER JOURNEY

User Goal

“I want to play something quickly.”

Actions

Opens the app with limited time.

Emotion

😐 Neutral / Slightly Impatient

Pain Point

Short attention span.

  1. Game Entry

User Goal

Find a game without friction.

Actions

Scans the navigation →

Looks for familiar games.

Emotion

😕 Frustrated

Pain Point

Too many steps involved.

2. Game Discovery

User Goal

Start playing instantly with light competition.

Actions

Launches a game → completes multiple steps before gameplay begins.

Emotion

😕 → 🙂
Annoyed, then happy the game started.

Pain Point

No instant game access.

  1. Game Play

User Goal

Feel a meaningful sense of outcome after playing.

Actions

Sees result → Earns points.

Emotion

🙂 Relieved if won
😕 Demotivated if lost.

Pain Point

Win/lose outcomes felt final and demotivating, especially after a loss.

  1. Win/Lose State

User Goal

Decide if continuing to play feels worthwhile.

Sees the game end screen → Pauses without a clear next step → Closes the game after a single match

Actions

The match ends naturally, with no progress or social pull to continue.

Pain Point

Emotion

😐 → 😕
Neutral → Disengaged

  1. Post-Game Decision

Reduce time to first gameplay.

Reduce time to first gameplay.

Increase repeat play through social features.

Increase repeat play through social features.

Improve engagement without overwhelming users.

Improve engagement without overwhelming users.

Time to discover games.

Time to discover games.

Willingness to return.

Willingness to return.

Feature preference (chat, leaderboard, points).

Feature preference (chat, leaderboard, points).

GOALS

GOALS

SUCCESS METRICS

SUCCESS METRICS

A Casual Multiplayer Gaming Experience

A Casual Multiplayer Gaming Experience

How do you design a casual multiplayer game that’s fast to start, social by choice, and rewarding to replay?

How do you design a casual multiplayer game that’s fast to start, social by choice, and rewarding to replay?

Team

Team

UX Researcher & Product Designer (Me)

Software Developers


UX Researcher & Product Designer (Me)

Software Developers


Timeline

Timeline

6 weeks

6 weeks

?

?

The Problem?

The Problem?

Casual players struggle to discover games quickly and lack social features that keep them engaged over time.


Casual players struggle to discover games quickly and lack social features that keep them engaged over time.


Casual gaming sessions are short. Any friction before gameplay or lack of motivation after a session increases drop-off and reduces retention.

Casual gaming sessions are short. Any friction before gameplay or lack of motivation after a session increases drop-off and reduces retention.

Why This Matters?

Why This Matters?

Projected +42% retention (based on reduced steps & motivational incentives)


Projected +42% retention (based on reduced steps & motivational incentives)


Before moving into solutions, I focused on understanding how casual players discover games, what motivates them to return, and how social features influence engagement without overwhelming gameplay.

Before moving into solutions, I focused on understanding how casual players discover games, what motivates them to return, and how social features influence engagement without overwhelming gameplay.

The research aimed to answer three key questions:

How quickly do users expect to start playing a game?

What factors influence repeat play in casual multiplayer games?

How can social interaction be integrated without disrupting focus?

The research aimed to answer three key questions:

  1. How quickly do users expect to start playing a game?

  2. What factors influence repeat play in casual multiplayer games?

  3. How can social interaction be integrated without disrupting focus?

The research aimed to answer three key questions:

  1. How quickly do users expect to start playing a game?

  2. What factors influence repeat play in casual multiplayer games?

  3. How can social interaction be integrated without disrupting focus?

RESEARCH

RESEARCH

Competitive Heuristic Review (3 Platforms)

Competitive Heuristic Review (3 Platforms)

Key Observations:

Many platforms prioritized visual complexity over fast game access.

Social features (chat, leaderboards) were often buried or optional.

Progress systems lacked clarity beyond win/lose states.

Onboarding friction increased drop-off for casual players.

Key Observations:

  1. Many platforms prioritized visual complexity over fast game access.

  2. Social features (chat, leaderboards) were often buried or optional.

  3. Progress systems lacked clarity beyond win/lose states.

  4. Onboarding friction increased drop-off for casual players.

Key Observations:

  1. Many platforms prioritized visual complexity over fast game access.

  2. Social features (chat, leaderboards) were often buried or optional.

  3. Progress systems lacked clarity beyond win/lose states.

  4. Onboarding friction increased drop-off for casual players.

Design Implication:
Glitch needed to prioritize speed, clarity, and visible motivation.


Design Implication:
Glitch needed to prioritize speed, clarity, and visible motivation.


The heuristic review revealed several recurring patterns across competing platforms.

The heuristic review revealed several recurring patterns across competing platforms.

User Interviews (3 Participants)

User Interviews (3 Participants)

Key Patterns Identified:

Users expect to start playing within 1–2 interactions.

Excessive setup or configuration leads to frustration.

Playing alone feels disengaging over time.

Visible rewards and progress increase motivation to return.

Social presence is valued, even without active interaction.

Key Patterns Identified:

  1. Users expect to start playing within 1–2 interactions.

  2. Excessive setup or configuration leads to frustration.

  3. Playing alone feels disengaging over time.

  4. Visible rewards and progress increase motivation to return.

  5. Social presence is valued, even without active interaction.

Key Patterns Identified:

  1. Users expect to start playing within 1–2 interactions.

  2. Excessive setup or configuration leads to frustration.

  3. Playing alone feels disengaging over time.

  4. Visible rewards and progress increase motivation to return.

  5. Social presence is valued, even without active interaction.

What Surprised Me:

Users were more motivated by seeing others’ wins than by winning themselves.

Chat was valued more as a sense of presence than for constant conversation.

Leaderboards sparked curiosity rather than intimidation when positioned clearly.

What Surprised Me:

  1. Users were more motivated by seeing others’ wins than by winning themselves.

  2. Chat was valued more as a sense of presence than for constant conversation.

  3. Leaderboards sparked curiosity rather than intimidation when positioned clearly.

What Surprised Me:

  1. Users were more motivated by seeing others’ wins than by winning themselves.

  2. Chat was valued more as a sense of presence than for constant conversation.

  3. Leaderboards sparked curiosity rather than intimidation when positioned clearly.

“Sometimes I just want a quick game,

other times I want to challenge my friends.”

“Sometimes I just want a quick game,

other times I want to challenge my friends.”

“I just want to open the app and start playing right away.

If I have to set up too much, I’ll drop it.”

“I just want to open the app and start playing right away.

If I have to set up too much, I’ll drop it.”

PROBLEM DECOMPOSITION

PROBLEM DECOMPOSITION

Research helped break the broader problem into actionable UX challenges. These insights directly informed early design decisions.


Research helped break the broader problem into actionable UX challenges. These insights directly informed early design decisions.


Ideation & Early Exploration

Ideation & Early Exploration

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Started from rough sketches

Started from rough sketches

Explored multiple entry-point layouts

Explored multiple entry-point layouts

Prioritized ideas that reduced steps to play

Prioritized ideas that reduced steps to play

Tested nav-first vs modal-first approaches

Tested nav-first vs modal-first approaches

Early exploration focused on reducing steps to play while keeping social features discoverable but optional.

Early exploration focused on reducing steps to play while keeping social features discoverable but optional.

EARLY FLOW DECISIONS

EARLY FLOW DECISIONS

These ensured users could start playing immediately while discovering social features organically.


These ensured users could start playing immediately while discovering social features organically.


Centralized games in

the nav bar

Centralized games in

the nav bar

Removed unnecessary

onboarding steps

Removed unnecessary

onboarding steps

Made chat persistent

but unobtrusive

Made chat persistent

but unobtrusive

Positioned leaderboard as discoverable,

not mandatory

Positioned leaderboard as discoverable,

not mandatory

ITERATIONS (based on feedback & Initial User testing)

ITERATIONS (based on feedback & Initial User testing)

To validate early flows and reduce friction before finalizing the design, moderated usability testing sessions were conducted. Some of the iterations are mentioned below:

To validate early flows and reduce friction before finalizing the design, moderated usability testing sessions were conducted. Some of the iterations are mentioned below:

7 moderated sessions · Think-aloud · Interactive prototype

7 moderated sessions · Think-aloud · Interactive prototype

  1. Restart Button to Increase Engagement

User Feedback
During usability testing, several users paused after the game ended and attempted to exit rather than replay, indicating uncertainty about the next action.

Design Change
Added a clearly visible Restart button to the end-of-game state to encourage immediate replay and reduce drop-off between sessions.

  1. Restart Button to Increase Engagement

User Feedback
During usability testing, several users paused after the game ended and attempted to exit rather than replay, indicating uncertainty about the next action.

Design Change
Added a clearly visible Restart button to the end-of-game state to encourage immediate replay and reduce drop-off between sessions.

  1. Rules Readability Improvements

User Feedback
Users skimmed or skipped the rules and asked clarifying questions during gameplay, suggesting the information was not easily scannable.

Design Change
Reworked the rules layout to improve readability by simplifying language, improving hierarchy, and making key actions more visually prominent.

  1. Rules Readability Improvements

User Feedback
Users skimmed or skipped the rules and asked clarifying questions during gameplay, suggesting the information was not easily scannable.

Design Change
Reworked the rules layout to improve readability by simplifying language, improving hierarchy, and making key actions more visually prominent.

Modal-Based Game Launch (Development Constraint)

From development perspective, having a modal for a new game was easier as compared to a new page. Since modal lives on the same page, we don’t have to configure additional routes and also makes rendering easier.

Modal-Based Game Launch (Development Constraint)

From development perspective, having a modal for a new game was easier as compared to a new page. Since modal lives on the same page, we don’t have to configure additional routes and also makes rendering easier.

FINAL SOLUTION

FINAL SOLUTION

Interactive Chat Section

Interactive Chat Section

All games accessible through the nav bar

All games accessible through the nav bar

Points earned

Points earned

Leaderboard Section

Leaderboard Section

DESIGN RATIONALE

DESIGN RATIONALE

Features

Features

Entry Points and Rewards

Entry Points and Rewards

Encouraged to imitate wins of other players.

Encouraged to imitate wins of other players.

Social proof

Social proof

Live Game Rooms and Game History

Live Game Rooms and Game History

Multiplayer and Chat Section

Multiplayer and Chat Section

Having multiplayer games and real time chat.

Having multiplayer games and real time chat.

Social Proof & Belongingness

Social Proof & Belongingness

~42% projected increase in retention

~42% projected increase in retention

5 of 7 participants reported they would return more often if chat was enabled.


5 of 7 participants reported they would return more often if chat was enabled.


Leaderboard

Leaderboard

To repeat play rate.

To repeat play rate.

Competition & Motivation

Competition & Motivation

71% of users navigated to Leaderboard within first 3 minutes

71% of users navigated to Leaderboard within first 3 minutes

Added sense of achievement.

Added sense of achievement.

Gamification & Reinforcement

Gamification & Reinforcement

6 of 7 participants preferred the points system over just win/lose.

6 of 7 participants preferred the points system over just win/lose.

Usability Testing - Conducted user test on 7 users

Usability Testing - Conducted user test on 7 users

Development Challenges & Solutions

Development Challenges & Solutions

Design Feasibility
We iterated on multiple designs, ensuring each concept was practical for coding.

User Engagement
We incorporated animations to boost engagement and kept the CSS simple to implement.

Usability
Modal windows were added to improve visual appeal and usability.

Navigation and Aesthetics
Focus was on creating a colorful, engaging, and easy-to-navigate design.


Through our collaborative approach, we achieved a harmonious blend of visual appeal and practical development.

  1. Design Feasibility
    We iterated on multiple designs, ensuring each concept was practical for coding.

  2. User Engagement
    We incorporated animations to boost engagement and kept the CSS simple to implement.

  3. Usability
    Modal windows were added to improve visual appeal and usability.

  4. Navigation and Aesthetics
    Focus was on creating a colorful, engaging, and easy-to-navigate design.


Through our collaborative approach, we achieved a harmonious blend of visual appeal and practical development.

  1. Design Feasibility
    We iterated on multiple designs, ensuring each concept was practical for coding.

  2. User Engagement
    We incorporated animations to boost engagement and kept the CSS simple to implement.

  3. Usability
    Modal windows were added to improve visual appeal and usability.

  4. Navigation and Aesthetics
    Focus was on creating a colorful, engaging, and easy-to-navigate design.


Through our collaborative approach, we achieved a harmonious blend of visual appeal and practical development.

REFLECTION

REFLECTION

I saw that removing steps before gameplay increased engagement more than adding new features.

I saw that removing steps before gameplay increased engagement more than adding new features.

I learned to treat speed as a UX requirement, not a bonus.

I learned to treat speed as a UX requirement, not a bonus.

Making chat and leaderboards optional created connection without overwhelming casual players.

Making chat and leaderboards optional created connection without overwhelming casual players.

I realized social features don’t need to be loud to be effective.

I realized social features don’t need to be loud to be effective.

Watching users hesitate and struggle showed me where simplicity mattered more than complexity.

Watching users hesitate and struggle showed me where simplicity mattered more than complexity.

Usability testing helped me let go of my early assumptions.

Usability testing helped me let go of my early assumptions.

Designing within technical constraints pushed me toward cleaner and more practical solutions.

Designing within technical constraints pushed me toward cleaner and more practical solutions.

Working closely with developers improved my design decisions.

Working closely with developers improved my design decisions.

If I revisited it, I would test retention across multiple sessions to better understand motivation and progression over time.

If I revisited it, I would test retention across multiple sessions to better understand motivation and progression over time.

If I revisited this project, I’d test retention over multiple sessions.

If I revisited this project, I’d test retention over multiple sessions.

USER JOURNEY

USER JOURNEY

User Goal

User Goal

“I want to play something quickly.”

“I want to play something quickly.”

Actions

Actions

Opens the app with limited time.

Opens the app with limited time.

Emotion

Emotion

😐 Neutral / Slightly Impatient

😐 Neutral / Slightly Impatient

Pain Point

Pain Point

Short attention span.

Short attention span.

Game Entry

  1. Game Entry

  1. Game Entry

User Goal

User Goal

Find a game without friction.

Find a game without friction.

Actions

Actions

Scans the navigation →

Looks for familiar games.

Scans the navigation →

Looks for familiar games.

Emotion

Emotion

😕 Frustrated

😕 Frustrated

Pain Point

Pain Point

Too many steps involved.

Too many steps involved.

2. Game Discovery

2. Game Discovery

User Goal

User Goal

Start playing instantly with light competition.

Start playing instantly with light competition.

Actions

Actions

Launches a game → completes multiple steps before gameplay begins.

Launches a game → completes multiple steps before gameplay begins.

Emotion

Emotion

😕 → 🙂
Annoyed, then happy the game started.

😕 → 🙂
Annoyed, then happy the game started.

Pain Point

Pain Point

No instant game access.

No instant game access.

Game Play

  1. Game Play

  1. Game Play

User Goal

User Goal

Feel a meaningful sense of outcome after playing.

Feel a meaningful sense of outcome after playing.

Actions

Actions

Sees result → Earns points.

Sees result → Earns points.

Emotion

Emotion

🙂 Relieved if won
😕 Demotivated if lost.

🙂 Relieved if won
😕 Demotivated if lost.

Pain Point

Pain Point

Win/lose outcomes felt final and demotivating, especially after a loss.

Win/lose outcomes felt final and demotivating, especially after a loss.

Win/Lose State

  1. Win/Lose State

  1. Win/Lose State

User Goal

User Goal

Decide if continuing to play feels worthwhile.

Decide if continuing to play feels worthwhile.

Sees the game end screen → Pauses without a clear next step → Closes the game after a single match

Sees the game end screen → Pauses without a clear next step → Closes the game after a single match

Actions

Actions

The match ends naturally, with no progress or social pull to continue.

The match ends naturally, with no progress or social pull to continue.

Pain Point

Pain Point

Emotion

Emotion

😐 → 😕
Neutral → Disengaged

😐 → 😕
Neutral → Disengaged

Post-Game Decision

  1. Post-Game Decision

  1. Post-Game Decision

A Casual Multiplayer
Gaming Experience

How do you design a multiplayer game that’s fast to start, social by choice, and rewarding to replay?

Timeline

6 weeks

Team

UX Researcher &
Product Designer (Me)

Software Developers


Projected +42% retention
(based on reduced steps & motivational incentives)


The Problem?

Casual players struggle to discover games quickly and lack social features that keep them engaged over time.

Why This Matters?

Casual gaming sessions are short. Any friction before gameplay or lack of motivation after a session increases drop-off and reduces retention.

Goals

Success
metrics

  1. Reduce time to first gameplay.

  1. Increase repeat play through social features.

  1. Improve engagement without overwhelming users.

  1. Time to discover games.

  1. Willingness to return.

  1. Feature preference (chat, leaderboard, points).

RESEARCH

Before moving into solutions, I focused on understanding how casual players discover games, what motivates them to return, and how social features influence engagement without overwhelming gameplay.

The research aimed to answer three key questions:

  1. How quickly do users expect to start playing a game?

  2. What factors influence repeat play in casual multiplayer games?

  3. How can social interaction be integrated without disrupting focus?

Competitive Heuristic Review
(3 Platforms)

Key Observations:

  1. Many platforms prioritized visual complexity over fast game access.

  2. Social features (chat, leaderboards) were often buried or optional.

  3. Progress systems lacked clarity beyond win/lose states.

  4. Onboarding friction increased drop-off for casual players.

Design Implication:
Glitch needed to prioritize speed, clarity, and visible motivation.

The heuristic review revealed several recurring patterns across competing platforms.

User Interviews (3 Participants)

Key Patterns Identified:

  1. Users expect to start playing within 1–2 interactions.

  2. Excessive setup or configuration leads to frustration.

  3. Playing alone feels disengaging over time.

  4. Visible rewards and progress increase motivation to return.

  5. Social presence is valued, even without active interaction.

What Surprised Me:

  1. Users were more motivated by seeing others’ wins than by winning themselves.

  2. Chat was valued more as a sense of presence than for constant conversation.

  3. Leaderboards sparked curiosity rather than intimidation when positioned clearly.

“Sometimes I just want a quick game,

other times I want to challenge my friends.”

“I just want to open the app and start playing right away.

If I have to set up too much, I’ll drop it.”

PROBLEM DECOMPOSITION

Research helped break the broader problem into actionable UX challenges. These insights directly informed early design decisions.

  1. UX Challenge

Slow game discovery.

Evidence

Users expressed frustration with setup friction and delayed access to gameplay.

Design Principle

Instant Access by minimizing steps to reach gameplay.

Resulting Feature

Games visible in nav, modal game launch.

  1. UX Challenge

Lack of social presence.

Evidence

Participants reported feeling disengaged when playing alone.

Design Principle

Social Presence: Encourage connection without forcing interaction.

Resulting Feature

Chat, leaderboard.

  1. UX Challenge

Low replay motivation.

Evidence

Win/lose outcomes felt final with no ongoing sense of progress.

Design Principle

Visible Progress: Reward effort beyond win/lose states.

Resulting Feature

Points system.

  1. UX Challenge

Cognitive overload in casual sessions.

Evidence

Users preferred simple, familiar interactions during short play sessions.

Design Principle

Low Cognitive Load: Keep interactions simple and intuitive.

Resulting Feature

Minimal navigation, clear hierarchy.

USER JOURNEY

User Goal

Find a game without friction.

Actions

Scans the navigation,

Looks for familiar games.

Emotion

😕 Frustrated

Pain Point

Too many steps involved.

1. Game
Discovery

User Goal

Start playing instantly with light competition.

Actions

Launches a game, completes multiple steps before gameplay begins.

Emotion

Pain Point

No instant game access.

  1. Game
    Play

😕 → 🙂
Annoyed, then happy the game started.

User Goal

Feel a meaningful sense of outcome after playing.

Actions

Sees result, Earns points.

Pain Point

Win/lose outcomes felt final and demotivating, especially after a loss.

Emotion

🙂 Relieved if won
😕 Demotivated if lost.

  1. Win/Lose State

User Goal

Decide if continuing to play feels worthwhile.

Actions

Sees the game end screen, Pauses without a clear next step, Closes game after a single match

Pain Point

The match ends naturally, with no progress or social pull to continue.

  1. Post-Game Decision

Emotion

😐 → 😕
Neutral → Disengaged

Ideation &
Early Exploration

Early exploration focused on reducing steps to play while keeping social features discoverable but optional.

Started from

rough sketches

Explored multiple

entry-point layouts

Prioritized ideas that

reduced steps to play

Tested nav-first vs

modal-first approaches

Ideation &
Early Exploration

Early exploration focused on reducing steps to play while keeping social features discoverable but optional.

Started from

rough sketches

Explored multiple

entry-point layouts

Prioritized ideas that

reduced steps to play

Tested nav-first vs

modal-first approaches

EARLY FLOW DECISIONS

These ensured users could start playing immediately while discovering social features organically.

Centralized games in

the nav bar

Removed unnecessary

onboarding steps

Made chat persistent

but unobtrusive

Positioned leaderboard

as discoverable,

not mandatory

ITERATIONS
(based on feedback & Initial User testing)

To validate early flows and reduce friction before finalizing the design, moderated usability testing sessions were conducted. Some of the iterations are mentioned below:

7 moderated sessions · Think-aloud · Interactive prototype

  1. Restart Button to Increase Engagement

User Feedback
During usability testing, several users paused after the game ended and attempted to exit rather than replay, indicating uncertainty about the next action.

Design Change
Added a clearly visible Restart button to the end-of-game state to encourage immediate replay and reduce drop-off between sessions.

  1. Rules Readability Improvements

User Feedback
Users skimmed or skipped the rules and asked clarifying questions during gameplay, suggesting the information was not easily scannable.

Design Change
Reworked the rules layout to improve readability by simplifying language, improving hierarchy, and making key actions more visually prominent.

  1. Modal-Based Game Launch
    (Development Constraint)

From development perspective, having a modal for a new game was easier as compared to a new page. Since modal lives on the same page, we don’t have to configure additional routes and also makes rendering easier.

FINAL SOLUTION

DESIGN RATIONALE

Usability Testing
Conducted user test on 7 users

Features

Leaderboard

To repeat play rate.

Competition & Motivation

71% of users navigated to Leaderboard within first 3 minutes

Multiplayer and Chat Section

Having multiplayer games and real time chat.

Social Proof & Belongingness

~42% projected increase in retention

5 of 7 participants reported they would return more often if chat was enabled.

Entry Points and Rewards

Added sense of achievement.

Gamification & Reinforcement

6 of 7 participants preferred the points system over just win/lose.

Development Challenges
& Solutions

  1. Design Feasibility
    We iterated on multiple designs, ensuring each concept was practical for coding.

  2. User Engagement
    We incorporated animations to boost engagement and kept the CSS simple to implement.

  3. Usability
    Modal windows were added to improve visual appeal and usability.

  4. Navigation and Aesthetics
    Focus was on creating a colorful, engaging, and easy-to-navigate design.


Through our collaborative approach, we achieved a harmonious blend of visual appeal and practical development.

REFLECTION

I saw that removing steps before gameplay increased engagement more than adding new features.

I learned to treat speed as a UX requirement, not a bonus.

Making chat and leaderboards optional created connection without overwhelming casual players.

I realized social features don’t need to be loud to be effective.

Watching users hesitate and struggle showed me where simplicity mattered more than complexity.

Usability testing helped me let go of my early assumptions.

Designing within technical constraints pushed me toward cleaner and more practical solutions.

Working closely with developers improved my design decisions.

If I revisited it, I would test retention across multiple sessions to better understand motivation and progression over time.

If I revisited this project, I’d test retention over multiple sessions.

Like my work? Send me a message and let’s talk design over coffee! ☕

Email at dishita2@uw.edu

Let's Connect!


Let's Connect!

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Like my work? Send me a message and let’s talk design over coffee! ☕

Email at dishita2@uw.edu

Let's Connect!

Like my work? Send me a message and let’s talk design over coffee! ☕

Email at dishita2@uw.edu

Like my work? Send me a message and let’s talk design over coffee! ☕

Email at dishita2@uw.edu

Let's Connect!

Like my work? Send me a message and let’s talk design over coffee! ☕

Email at dishita2@uw.edu

Let's Connect!