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I Dissent Web App

My Role

UX Researcher | UX Designer | Wireframing | Usability Testing | Visual Design ​

Timeline

4 weeks

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Project Overview

I Dissent is a social deduction game inspired by the late Supreme Court Justice Ruth Bader Ginsburg. It’s a bit complicated for a party game however the instructions are methodical and designed well. The five page rulebook is not long, but still causes confusion when onboarding new players.

Problem

Learning “I Dissent” is confusing, hard, and frustrating when sharing learning material with other players.

Competitive Analysis

Social deduction games are actually very similar in gameplay. I Dissent has some aspects that add a layer of complication. Industry competitors use online companion pieces to aid in any abstraction experienced during gameplay instruction. Noted here are key takeaways gathered from our research findings. 

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User Persona

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User Journey

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User Stories

While experiences for users during gameplay can be varied and complicated, their interaction with gameplay instructions should all be equitable. Within a few steps users can simultaneously search, learn, and play.

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User Flow

While experiences for users during gameplay can be varied and complicated, their interaction with gameplay instructions should all be equitable. Within a few steps users can simultaneously search, learn, and play.

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Sketches

These sketches are the result of an ideation exercise, brains storming sessions, and competitive analysis.

Wire frames 

In Figma, I developed a wireframe based on the results of my sketches. In my outline, I avoided colors and other styling choices. My objective was to determine if my direction was close to a solution at this stage. Usability testing followed this iteration in the development process.

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MoodBoard

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Prototype

Usability Testing

Tasks involved scrolling to specific phase of gameplay, viewing available gameplay examples, and reading gameplay complexity. The tasks had a 100% completion rate. Usability testing proved to be very informative.

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Signs of Success

  • Participants don’t need aid during gameplay

  • Participants begin to utilize higher gameplay mechanics

  • Players want to purchase game

  • Players rate their gameplay higher

  • Players conduct gameplay without moderation

Satisfaction with Experience

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Most Common Pain Points

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Prototype v2

Accessibility

  • Meta Data for online reader

  • Audio cues

  • Color adjustments

  • Text size adjustments

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Learnings

We found that most players prefer to play social deduction games amongst one another in person.There are several elements that while are effective over the internet, aren’t entirely analogous to the players experience live in-person. There were far more qualitative findings than quantitative results that could be measured with the procedural testing methodology. Given more time and resources we may be able to replicate the experience for users.

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Final Thoughts

We found that our hypothesis came to be proven true. We were able to increase the user’s experience by making instructions more easily accessible to new players. This works in the stakeholder’s benefit. By improving the experience for new players, they’re more likely to not only play the game but share it with other potential new players. The client’s goal was to improve not only the onboarding but the retention rate of new players. It’s reasonable to draw the conclusion that our MVP aids in these efforts.

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