User Testing

Accessibility

Prototyping

Making Stats Meaningful

Improving user understanding with a transparent colour-coded grading system

Project Dates:

January 13th to the 1st of February 2022
(3 Weeks)

Client:

PikPok/Rival Stars Horse Racing

Project Aim:

As a player of Rival Stars Horse Racing, I want a more transparent and predictable breeding system, so that I can strategise my horse breeding with confidence, without relying on external tools.

Tools:

Figma, Unity

Introduction

The Breeding feature in Rival Stars Horse Racing is a core loop players need to engage with to progress and master the game.

Player Motivations to Breed

As a player:

  • I want to get the most powerful horses in Rival Stars Horse Racing so I can be competitive in live events and races
  • I want to progress through the game and complete missions

  • I want beautiful coats, patterns, markings etc. to make my dream horse

Based on observations within the community, historical user testing data and an investigation into the back end system, we focused on the first two motivations.

Rival Stars Horse Racing Stats

Breeding for stats is essential for game progression and important to master for high ranked players who want to be competitive in our live races.

The Problem

We identified two problems with the stat inheritance system when breeding:

  • While there is intended to be some randomness, the system was too unpredictable, often leading to disappointment and frustration.
  • Players often turned to Excel sheets and handwritten notes to make sense of the game's breeding system.

Process Overview

Initial Sketches and Wireframes

Based on ideation sessions with the wider team, secondary research and the current UI of Rival Stars Horse Racing, a series of concepts were generated:

Chosen Solution

We chose the letter grading concept for 3 core reasons:

Existing Breeding Screen

Proposed Change

As we cater to a global audience, there was a concern that the letter grading system might not be universally recognised.

Colour Grading

To enhance the letter grading system and assist players unfamiliar with it, we introduced color coding for additional clarity.

Gold was chosen for the top as it's widely recognized to represent success and excellence across various cultures.

Terminology

When thinking about naming conventions, we went with "Training Potential" as this was a representation of how high players could train their horses.

We weren't too sure about the player facing terminology, this was something we needed to test and gauge with players.

Foal Reveal Animation

Once a players foal was revealed, stat quality wasn't the most important information, the number or "Trained Stats" were.

This resulted in needing to reveal these in a satisfying and informative way to players, which was mocked up in a Figma prototype.

Supporting Information

We took this opportunity to improve the supporting information for both breeding and stats by doing the following:

Breeding Guide

Using the existing Breeding Guide, this process was peer reviewed by Community, Tech, Design, UX and Product departments.

We located the Guide on the Breeding Screen as it is the most contextual place for players to access on-demand information.

Having the Breeding Guide in-game added a third layer of in-depth information, allowing Rival Stars to be more targeted across other areas of the game.

Existing Information Popup

The existing information popup, which appeared across all stat-critical game areas, offered general and repetitive information rather than goal-specific insights.

Contextualised Information Popup

The improvement aimed to give contextualised information about that particular horse’s stats, giving them valuable support throughout the game rather than generic content.

The proposed plan would have two versions, switching the hierarchy of information depending where it's accessed from e.g. Breeding is focused on Stat Quality and Racing is focused on Trained Stats.

Breeding Screen

Every where else

User Testing

Participants

We interviewed 6 existing players, varying in game progress, spending behavior, and country.

Existing players were identified as the most at-risk group for this change, as they were accustomed to the current system.

Prototype and Testing Protocol

For user testing I set up the prototype and testing protocol while the Games User Research team sourced and conducted the testing.

Our focus was testing the following:

Results

  • Intuitive Letter Grading System: 
    The letter grade system for stats is intuitive, allowing players to easily identify good and bad stats for players from western and non-western countries.

    “A+ means best and D is worst - easy to figure out how good a stat is of a horse. Its likely easier for new players.”

  • Noticeable Stat Colouring:
    Players commented on the colouring of stats, which makes it easier to determine if a stat is good, especially on the Foal Screen.

    “Currently the numbers are all grey and black which makes it hard to differentiate, but I can see the maximum stat already”

  • Switch to Numerical Stats:
    Changing from letter to number stats in the foal screen is beneficial for players.

    "I like that when the foal came in it showed me letters then flipped to stats. and it's easier to keep track of with the colour values being the same"

  • Confusing Terminology:
    Players found the term 'Training Potential' confusing as it suggests that the stat is related to training.

  • Lack of Exploration:
    Experienced players likely will not explore 'i/information' buttons.

  • Confusing Button Design:
    The cycle stat information button resembles a refresh button, causing confusion.

    "the button looked like refresh and was scary - what if I lose everything? Haha I didn't want to press the icon - as it was not present earlier and was scared to lose the stats”

Iterations

1

Switcher

Swapped the "refresh" icons to a switcher in the header, improving the proximity for the action and enabling us to use this in other areas of the game.

Terminology

From further community research we changed from “Training Potential” to “Base Stats”.

2

Info Button to Expand

Changed the iconography to an expand icon to help visually communicate the new paradigm of information.

Final Implementation Overview

Stat Reveal Animation

Community Response

Despite improvements on more reliable stats, some players were still disappointed at their breeding result. Being able to see the stats clearly surfaced the game mechanics more.

Learnings and Future Changes

Overall this release was well received and largely successful. However, we identified several opportunities to build on this success:

Continue Reading

User Tests

Prototyping

Workshopping

Designing for Engagement

Boosting Retention and Revenue by Crafting Inclusive Events

Process Optimization

Instructional

Automation

Localization Process Improvement

Creating scalable solutions for translation management

User Testing

Prototyping

Making Stats Meaningful

Improving User Understanding with a Transparent, Color-Coded Grading System

User Testing

Research

Researching User Acceptance

Exploring Acceptance and Usability of Wearable Tracking Solutions