EA is one of the largest gaming companies in the world, including games such as Apex Legends, The Sims 4, and It Takes Two. During my 4 month internship, I worked on the EA App, a PC platform for players to download and manage their games, as well as connect with other players across platforms.
Through user research, we identified that noveltiy is one the main motivators for game purchases. However, users cannot recognize the status of the game or their ownership to a game. This creates a design opportunity to draw increased attention to specific titles in a discovery setting.
Created new and improved game states to assist users in making purchasing decisions more quickly and efficiently.
The EA App is a windows application for players to download, update and manage their games.
Throughout the application, game tiles can be found displaying essential information such as the image of the game, price, and membership type.
To familiarize myself with game tiles and the application, I conducted an audit and identified potential inconsistencies and gaps.
Through the organization of problems from highest impact to least effort we determined which problems to focus on.
Goal: How do competitors present different states, balance content copy, and differentiate between games and DLC (game add-ons)?
Through some exploring, we decided that the best fit was having the 'New' label placed in front of the game title because it provided separation between the other labels and a clear hierarchy.
Due to sales being the main driver of revenue, the discount state (on the very left) leads in the visual hierarchy, followed by the 'New' state, which is a key motivator for players.
Each state takes a different priority from the other. When states are in conflicting situations, the labels on the left take higher priority.
It was agreed upon that this design could be pursued further because the separation between the badges and labels helped create a stronger visual hierarchy.
However, one issue that we encountered is the visual noise produced by the 4 different labels within the add-on tile.
Remove strike-through price.
Remove Add-on(ex.DLC) labels and differentiate them through shorter shape and tile size.
Replace pre-orderable with coming soon.
Create a system and hierarchy where only one game state appears at a time.
User Journey: Sam uses the app to discover new games.
Sam enters the EA app during the holiday season and immediately notices the discounted label on a few games.
He then sees the 'New' label that is indicated on recently released games.
Sam also notices two other states: Coming soon and Pre-orderable.
Sam can pre-order games that have a 'Coming soon' label followed by a price.
Goals of game state:
Once Sam has purchased a game, an 'In Collection' label appears under the title to signify that the game has been added to his collection and is ready to be played.
With companies that have a rich design system, I learned that a large portion of starting a product feature is taking the time to understand existing patterns. Contexualizing the designs is also crucial in learning how the elements may affect a user's experience.
Working from home is different from working in the office, where you can easily update your co-worker or manager about your project. I learned to provide frequent updates to my manager as well as organizing scheduled calls to learn what others are creating.
From the couple of time I have presented, I learned to spend more time understanding my audience and summarizing a few key point that they can take away from the presentation instead of dragging into more detail that they can digest.