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: User Research, Wireframing, UI Designs, Usability Testing
Time: 3 months
Brainstorm/planning: Miro, Jira
Design: Figma
Testing/insights: Maze, Dovetail
Collaboration: Zoom, Slack
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.
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!
The app's simple layout adapts to any Overwatch character, personalizing experiences with unique voice lines from one base design.
This project was designed for office use but could expand to BlizzCon, featuring all Overwatch characters for attendees!
Statues like these not only remind employees of their hard work, but boost morale so they keep creating incredible games!
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.
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.
From my initial research, I pulled inspiration from the Blizzard principles to help even further with design direction.
Not all users will be gamers, but we can make the product itself feel fun and uncomplicated.
Implementing the feedback we receive to always achieve the highest quality in our work, and applying that "Blizzard polish" to make it great.
Allowing users to choose what they want when they want, and potentially allowing users anywhere to play along.
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.
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! 🧡🧡
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.
The main changes included:
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.
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.
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!