IN DEPTH
IN DEPTH
TASKS
TASKS
1 User journey
1 User journey
2 Wireframing
2 Wireframing
3 Layout Architecture
3 Layout Architecture
4 Blueprint
4 Blueprint
USER JOURNEY
USER JOURNEY

ITERATION LOG
ITERATION LOG

OTHER EXPLORATIONS
OTHER EXPLORATIONS


ACHIEVEMENT DRIVEN STAMP
ACHIEVEMENT DRIVEN STAMP
ACHIEVEMENT DRIVEN STAMP


OPERATOR DRIVEN
OPERATOR DRIVEN


NARRATIVE DRIVEN
NARRATIVE DRIVEN

NO CHALLENGES
NO CHALLENGES

INTERACTION LIST
INTERACTION LIST
INSIGHTS
INSIGHTS

In the first release, we focused on learning, which made it very dense. After we switch the layout to reward and celebration focus which increased compeltion and taught as a consequence.
After testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. We swapped these for easier newcomer challenges.
Completion rate at 98% of players approx completing the feature, suggesting highly engaged users.
In the first release, we focused on learning, which made it very dense. After we switch the layout to reward and celebration focus which increased compeltion and taught as a consequence.
After testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. We swapped these for easier newcomer challenges.
Completion rate at 98% of players approx completing the feature, suggesting highly engaged users.
In the first release, we focused on learning, which made it very dense. After we switch the layout to reward and celebration focus which increased compeltion and taught as a consequence.
After testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. We swapped these for easier newcomer challenges.
Completion rate at 98% of players approx completing the feature, suggesting highly engaged users.