Junkrat Interactive Display

a touch interactive and auditory display to accompany a physical Junkrat statue.

Background

Blizzard Entertainment has a wide variety of statues of their own franchise characters displayed throughout the campus. The newest statue is Overwatch's Junkrat!

Our team saw an opportunity to bring the statue to life while utilizing an existing feature within the game.

Scope & Time

Scope: User Research, Wireframing, UI Designs, Usability Testing

Time: 3 months

Tools

Brainstorm/planning: Miro, Jira

Design: Figma

Testing/insights: Maze, Dovetail

Collaboration: Zoom, Slack

My Role

I was the sole designer, and worked closely with 2 product managers and a team of developers to build an interactive, auditory kiosk.

Throughout the project, I regularly met with stakeholders and presented them the final product.

What I Did

  1. User research + user interviews
  2. Competitive analysis
  3. User persona creation
  4. Iterative design approach: Double Diamond framework
  5. Usability testing and data analysis
  6. End-to-end design: Wireframing and prototyping

Results & Projected Impact

I designed a physical, interactive kiosk to add fun and engagement for employees and visitors. Users can interact with it to hear various in-game quotes from Junkrat in different languages!

Versatility

The app's simple layout adapts to any Overwatch character, personalizing experiences with unique voice lines from one base design.

Scalable Impact

This project was designed for office use but could expand to BlizzCon, featuring all Overwatch characters for attendees!

Table of Contents

Click each card to navigate to the respective section.

CONTEXT

Blizzard not only brings enjoyment through their games, but also to their physical environment -- the office!

Statues like these not only remind employees of their hard work, but boost morale so they keep creating incredible games!

An opportunity from scratch!

I was the sole designer in charge of an interactive display where visitors can play sayings from Junkrat in different languages. The new statue presented an opportunity to bring this experience to life while highlighting the work of our Blizzard colleagues. 

This was an end-to-end project, starting with research and mapping, ending with dev handoff.

Final kiosk screens, click to enlarge

Video Prototype

DEFINING THE INFORMATION

What kind of users are we designing for?

With multiple user types, it is important to determine their needs and consider how they would interact with the product given their backgrounds. I identified the main user types and the many variations within.

Staying true to the Blizzard values!

From my initial research, I pulled inspiration from the Blizzard principles to help even further with design direction.

👾

Gameplay First

Not all users will be gamers, but we can make the product itself feel fun and uncomplicated.

Commitment to Quality

Implementing the feedback we receive to always achieve the highest quality in our work, and applying that "Blizzard polish" to make it great.

🌎

Think Globally

Allowing users to choose what they want when they want, and potentially allowing users anywhere to play along.

DESIGN IDEATION

Competitive analysis on election based audio platforms

I researched other platforms that either focused on audio-selection as their main form of interaction, or games that had a character voice line feature.

All of these platforms were easy to touch-navigate, rewards were immediate (meaning desired audios could be played immediately upon first interaction), and UI was simple.

Multiple rounds of ideation

I started with low fidelity designs and iterated based on feedback from the design team and the developers. Once designs were in a good place, I presented to stakeholders to get early thoughts.

Design UI was based on Overwatch's UI -- thank you to the Overwatch 2 team for helping me out by providing assets! 🧡🧡

USABILITY TESTING

How users would interact with the product

I utilized Maze to conduct an unmoderated usability test on the main flows, asking users scenario based questions to study how they interact with the features.

27 users responded, with all of them being Blizzard or employees of the wider ABK (Activision Blizzard King). User types ranged from being tenured to having just been hired within the year. We sent the test to both remote and in-person employees.

An example of the results from one question on the Maze usability test

REFINE & DELIVER

With insight from users, I made some tweaks to the final design.

The main changes included:

  1. Adding more depth to the dynamic cards to increase scrolling visibility.
  2. Adding descriptions under buttons rather than relying on standalone buttons to reduce ambiguity.

IMPACT

Projected Impact

Due to a project shift, the development of this project was delayed to the following year. But even with this delay, the projected impact is sure to add even more enjoyment for our employees.

Versatile, Can be used for Other Statues

The interactive layout of this application is simple, and can be stylistically adjusted to match the designs of any other character. With the Overwatch characters all having their own voice lines, we can personalize an experience for each character with just one base design.

Scalable Impact

The intention for this project was to launch in office for employees and approved visitors. In the future, this has potential to be brought to BlizzCon and applied to all Overwatch characters for all BlizzCon attendees!

THANKS FOR VISITING!
LET'S CONNECT.

Last updated January 2025 by Chloe Chow
Made with lots of coffee, tea, Chipotle burritos, poke bowls and love