Content Builder Tool
How can Playphone partners easily configure their local mobile game store content?
I designed the Content Builder Tool as an intuitive tool to set up an Android Playphone game store in any local market in the world, from a desktop.
It was a fast-turnaround project, designed and shipped in about 2 weeks.
Playphone partner companies
Content teams at Airtel, Claro, and other global telecommunications companies partnering with us for games
- "I want to be able to set up a Diwali promotion on our India Playphone store and be able to change the games we deploy instantaneously" - Mobile Content Manager in India
Our internal content team
Playphone's own internal team managing our stores in many global markets
Configuring a game store was a confusing process
Picking games, categorizing them, and selecting distribution confusing, cumbersome, required approvals, and took a few days.
Users had no clue what their game store would look like on a mobile device.
The basic process
1. User research & understanding of the problem
Reached out directly to partner and internal content teams to get an understanding of their problems, existing workflows, bottlenecks.
Understand what people want to use - what would an ideal solution look like?
2. Brainstorming & planning
Sketches, PostIts, user flows, product conceptualizing. Review with product manager, developers, engineering. Rinse and repeat.
3. User test with who you can
Little time meant that PostIt and printed wireframe user flows were tested with our internal content team to gather feedback.
4. Mockup & prototype
Mockups in Photoshop, prototype in InVision
5. Developer handoff
Hi-fi mockups of the user flows handed off to the developer for building and shipment
6. More testing, more feedback, more enhancements
A drag-and-drop desktop tool
Incorporates several new features (tab renaming, visual configuration, easy add/remove of card and categories, which cut game store configuration time down.
Constraints & considerations
This product was designed, developed, and shipped out in a matter of two weeks. More time would have meant better problem definition and a more sound process.
Only one designer was able to work on this project.
Our target users were already familiar with terms like "Tab," "Card," "Category" and the relationship between those three.
Delve deeper into the problem
And flesh out more possible solutions to work from.