Project Goal
My Contributions
“The Boredom in the Discovery Journey”
Roblox offers billions of experiences, games, and features to help users discover content on the platform. However, users still find themselves feeling bored, not knowing what to explore, and eventually closing the app.
“How might we re-engage users and capture their attention when they're feeling bored?”
To dive deeper into the problem, I collaborated with a User Researcher to understand why users feel bored, close the app, or leave a game. Based on the quantitative data provided, I categorized the reasons into the following categories:
Then I realized that the main reasons for user drop-off are boredom and not knowing what to do next when they feel boredom. To address the core user problem I decided to revive users' attention by combating boredom and providing new content to reignite their discovery journey.
Competitor Audit
To better understand how to revive users from boredom, I conducted a visual audit of 27 similar competitors and synthesized common design patterns. During this process, I explored how different apps utilize content strategies to revive user interest, combat boredom, and re-engage users in the discovery phase.
The audit opened my mind to various ways of re-engaging users. For example, some competitors use social sharing, while others utilize similar content to re-engage users. Additionally, I discovered that the entry point for re-engagement doesn't have to be when users are already bored; it can also appear during or even before users consume content.
Cross-function Brainstorming
Based on the audit takeaways, I realized the potential for re-engagement content extended beyond the Discovery team. So, I reached out to product managers and designers from four other teams and outlined potential re-engagement content options to prevent user churn.
To further facilitate the collaboration and consolidate the content options I hosted a workshop with 10 designers from 4 different teams to brainstorm, where in the workshop I gathered a tons of amazing ideas to re-engage users on perspectives from different teams and content.
Based on the amazing ideas I gathered in the workshop session, I started to visualize some of the core features, and iterated on several designs from low-fidelity sketches to high-fidelity prototypes with input from PMs and engineers. Below are some major iteration design treatments I focused on.
Cross Platform Design
Another challenge I faced was designing for multiple platforms, as Roblox products span mobile, console, and VR devices. I worked on adapting the designs to fit various screen sizes, ensuring a unified experience across the range of devices used by Roblox users.
User Testing
To validate the design, I conducted 9 user testing sessions. In the user testing sessions I showed them different design treatments, and asked their perceptions on the new design. These sessions validated many of my decisions, and based on their feedback, I iterated on the design to better serve users. And here are some of the quotes from them.
Final Design
Based on feedback from user testing and internal design critiques, I iterated on the final design. Additionally, I prototyped the "Random Shuffle" feature in Protopie to explore micro interactions and transition screens. Ultimately, I delivered a comprehensive "UpNext Recommendation" feature across Laptop, Mobile, and VR platforms.
Leaving Page Interaction
Random Shuffle Interaction
Made it 60% faster for users to find their next content
The project streamlined the process for users to discover new games at the end of each play session.
Harmonized solutions to resolve problems for 4 teams
The project spans content across 4 teams, and my design created a unified interface to accommodate the diverse content.
Designed across mobile, laptop, and VR screens
I designed project screens to be consistent and functional across various platforms, including laptop, mobile, and VR devices
Fostering Collaboration:
I practiced that design can lead a project and spark meaningful conversations across team collaborations. In this project, my design influenced 5 project teams, facilitating discussions that drove the transition from ideas to development.
Designing in Depth and Breadth:
I learned to design across a wide range of content, including collaborating with different teams, as well as focusing on detailed aspects, such as implementing algorithms in content layout.
Reasoning with Testings and Data:
I leveraged user testing and data to inform my design decisions. This approach not only shaped the design but also served as a powerful tool for aligning with stakeholders.