Bringing e-sports gaming to all
PLAYPHONE / SHIPPED FEBRUARY 2018
In 2016, Playphone (known for its emerging markets-focused Android game store) sought to launch a product that brought tournaments and competitive e-sports gaming to casual mobile gamers.
Working closely with engineering, product, content, and marketing, I was a part of the msports launch team, helping to define the product from inception to rollout and beyond.
After months of iteration, we launched msports across iOS, Android, and mobile web. For our gamers, we prioritized (1) seamless game play, (2) competition between players, and (3) incentives for playing well.
Since the first launch in March 2017, we've built a base of 2,000+ daily active users. We designed for new releases (latest being a Japan launch in February 2018) to meet evolving user needs. Looking longer term, Playphone sought to evolve msports into an entire e-sports ecosystem.
User Research, Testing, UI/UX Design, Visual Design
October 2016 –
Sketch, InVision, Principle, Zeplin
DESIGNING THE PRODUCT
Seamless game play
Users select a game from their device's home screen, and choose that game's tournament mode to activate their msports experience. Then they choose from a selection of tournament modes – leaderboard or bracket, to get started with playing.
In any mode of play, we incorporated a level of competition – in leaderboard mode, players play for higher and higher rankings. In bracket mode, as shown below, players are focused on one opponent at a time. We give players the choice of mode of competition. Once we have enough users and data, msports will incorporate advanced matchmaking, thereby taking players' historical performance into consideration to place them in the right tournaments against the right opponents.
Spins and prizes
Prizes are a core element of game play, and in msports, we incorporated prizes throughout the experience. However, instead of simply giving away a certain prize amount, we chose to add in the concept of "jackpot spins," to enable a higher level of engagement from our players. Once a player finished a tournament, we led them to a spins page, where they'd actively spin for a prize.
Visual design language