Reimagine the game purchasing experience in Steam through extensive usability tests
3 months
Conduct usability test and find out the potential problems with Steam
Create test plan
Pilot test
Notetaker & Facilitator
Mural, Google Doc, Google Slides, Zoom
Gamers can log in to the website to conveniently purchase and play games online, a better alternative to buying physical copies of the games and manually downloading it on the computer.
Some friends around me also had similar circumstances ---- the interfaces are cluttered, crowded, and not enough white space. It largely decreases the purchase experience within the product. As a team of 4, we want to discover the current user pain points through usability testing.
People were forced to stay at home during the pandemic, this causes a huge increase in the number of customers buying games. We believe it will be interesting to continue to observe the impact of the pandemic on people’s gaming habits.
To summarize, we conducted the usability test with 6 participants, 2 experienced users and 4 novice users. In total, 8 tasks were designed to cover majority of journeys our product users take in real life.
Role: 1 Notetaker, 1 Observer, 1 Moderator, 1 Facilitator
In addition, we also want to test the learning curve of users and whether Steam can be learned quickly.
We conducted online research to gather information about target audience of Steam
Novice users are people who are new to Steam for various reasons. For this user group, an intuitive and straightforward onboarding process would be essential for them to start playing instantly. They are more likely to choose free/cheaper, simpler, and collaborative games.
This user group takes up to 56% of the PC gaming audience. They prefer more relaxing and gentle games such as Minecraft and Cities Skylines. This user group likes to view the game details page and the reviews beforehand so that they can make decisions.
We asked the users to imagine that they are on a day off, and one of their friends invited them to play a game with him/her on Steam. The test begins with an assumption that they have downloaded the desktop application and installed it on their computer. The situation was set so that this is the first time they are opening the steam application.
In total, 8 tasks were designed:
We arranged roles to each member and in order to not miss information, observer will also take notes along with the notetakers.
All 6 participants are graduate students within the same course. According to the background questions they answered, here are their background profiles:
During the test, the session was recorded using Zoom to capture their interaction with Steam. Demographic and psychographic information were collected using background questions. Then, the moderator guided the participant through a set of tasks by giving them corresponding scenarios.
There were 2 people taking notes so the moderator can be 100% focused on the relationship with the participants. In the middle and at end of the session, we asked participants what is the task(s) they felt mot difficult and easiest to perform. Lastly, we asked any follow-up question and let them fill out product reaction form
To keep the methodology consistent and determine how long a session takes, we created the moderator script to guide us through the session.
It consists of 5 parts: introduction, background questions, tasks script, post-session questionnaire, and product reaction form.
We also noted down some of the noticeable participant performances during the test:
We recorded each participant's answers, behaviours, and our observations and findings (positive & negative) in Google doc.
Then, we synthesized positive and negative findings from each participant using affinity map to discover important insights.
We rated each finding based on their severity from 1-4 to help determine which problems should be fixed first:
1: Cosmetic problem ❗️
2: Minor usability problem ❗️❗️
3: Major usability problem ❗️❗️❗️
4: Usability catastrophe ❗️❗️❗️❗️
According to Nielsen's 10 heuristics, we wrote down which heuristic has been violated in each finding.
For each finding, we proposed some recommendations that could be possibly used to fix that problem.
According to the product reaction form results, we found following insights:
In final report, findings regarding "Interaction" and "Visual" of Steam were added. For example, we observed participants instantly learned and relied on hover to understand game reviews, menus, game information, or various bundles. One participant mentioned, "I like the dark theme, it is obvious for a gaming platform and it has some twitch vibe”.
Now I've known the usability issues of Steam, I'd start think about how I can redesign the interface to solve these issues, especially the inconsistent layout.
Since this is a course project, we were only able to find participants within the same class (similar ages, similar tech level etc.). If I had time, I would conduct more usability tests with target users who are not within this age range and having different backgrounds, as this can help me find more edge cases and discover unexpected issues.
Always run a pilot test !!! We didn't have a thorough enough pilot test before the formal started, and the participant was one of the team members who was already familiar with the tasks. These caused several issues during the formal usability test sessions and wasted some time. So it’s best to get a pilot test participant who closely fits the profile of the actual participants I’ll be using.
Becoming a good moderator needs practices. It was hard to always be conscious about some of the affirmations (e.g., ‘Mm hm’, ‘Okay’, ‘Uh-huh’) and give prompts and assists when needed. It would be better if we can encourage a hesitating test participant to let them know we are engaged and listening.
Preparation is the key! I noticed when the moderator read a task to the participant, some participants could not remember what the task is. The more effective strategy would be to provide them with a copy of the task, either on paper or on another screen.