
Let's Play
Let's Play
Overview
Overview
Let’s Play is a user-centric marketplace that simplifies how gamers buy, sell, and gift gaming equipment. By bringing all essential gear onto a single platform, it removes the need to navigate multiple websites and ensures a seamless, efficient, and trustworthy shopping experience.
Let’s Play is a user-centric marketplace that simplifies how gamers buy, sell, and gift gaming equipment. By bringing all essential gear onto a single platform, it removes the need to navigate multiple websites and ensures a seamless, efficient, and trustworthy shopping experience.
Duration
Duration
Two weeks
Two weeks
Problem Statement
Problem Statement
Gamers often face challenges in finding the right gaming equipment due to unclear and inconsistent product descriptions across online marketplaces. This makes it difficult for players to assess the suitability of items before purchasing, leading to frustration and uncertainty. Additionally, the fragmented nature of these platforms requires users to search across multiple websites, wasting time and effort. Furthermore, there is a lack of centralized platforms that allow gamers to easily gift equipment to others.
Gamers often face challenges in finding the right gaming equipment due to unclear and inconsistent product descriptions across online marketplaces. This makes it difficult for players to assess the suitability of items before purchasing, leading to frustration and uncertainty. Additionally, the fragmented nature of these platforms requires users to search across multiple websites, wasting time and effort. Furthermore, there is a lack of centralized platforms that allow gamers to easily gift equipment to others.
Product Goal
Product Goal
Let’s Play will let users buy and sell gaming equipment easily which will affect gamers who are unable to purchase stuff because of lack of technical knowledge and budget restrictions by providing simplified descriptions and cheaper options. Users can also sell older equipment which will allow them to purchase new gear. The added option of checking compatibility would help users make informed purchases so that they can be absolutely stress-free while buying any new equipment. We will measure effectiveness by monthly sales and user reviews.
Let’s Play will let users buy and sell gaming equipment easily which will affect gamers who are unable to purchase stuff because of lack of technical knowledge and budget restrictions by providing simplified descriptions and cheaper options. Users can also sell older equipment which will allow them to purchase new gear. The added option of checking compatibility would help users make informed purchases so that they can be absolutely stress-free while buying any new equipment. We will measure effectiveness by monthly sales and user reviews.
Design Process
Design Process

Understand
Understand
User Research
User Interview
Competitive Analysis
User Research
User Interview
Competitive Analysis

Define
Define
User Personas
Empathy Maps
User Journey
User Personas
Empathy Maps
User Journey

Ideate
Ideate
Userflow
IA
Userflow
IA

Design
Design
Wireframe
Prototype
Wireframe
Prototype

Test
Test
Feedback
Conclusion
Scope
Feedback
Conclusion
Scope
Understanding the User
Understanding the User
User Research:
I conducted user research involving a group of participants aged 18-26, through unmonitored surveys which involved multiple choice questions and questions which required the participant to answer based on their personal experiences. The results helped me gain insights on people and their experiences.
User Research:
I conducted user research involving a group of participants aged 18-26, through unmonitored surveys which involved multiple choice questions and questions which required the participant to answer based on their personal experiences. The results helped me gain insights on people and their experiences.
Quantitative Analysis-
To better understand user behavior, we ran a quantitative analysis focusing on attitudes toward online gaming and shopping. The results uncovered meaningful patterns and insights that informed our design decisions
Quantitative Analysis-
To better understand user behavior, we ran a quantitative analysis focusing on attitudes toward online gaming and shopping. The results uncovered meaningful patterns and insights that informed our design decisions
Observations -
50 % of the users play games regularly.
50 % of the users play games for 1-2 hours.
Equal % of user enjoy online free and paid games.
Observations -
50 % of the users play games regularly.
50 % of the users play games for
1-2 hours.
Equal % of user enjoy online free and
paid games.
Qualitative Analysis:
To gain richer insight into user behavior, I carried out qualitative analysis by asking participants about their day-to-day experiences with buying and using gaming equipment. This helped reveal nuanced patterns that quantitative data alone couldn’t capture
Qualitative Analysis:
To gain richer insight into user behavior, I carried out qualitative analysis by asking participants about their day-to-day experiences with buying and using gaming equipment. This helped reveal nuanced patterns that quantitative data alone couldn’t capture
Screener Questions -
Where do you purchase your gaming equipment from?
Do you face any distress while searching for certain equipment/game?
What do you wish could change when you go to buy something gaming related (either physical games or online games and gaming software)?
What would your ideal online gaming marketplace consist of?
Screener Questions -
Where do you purchase your gaming equipment from?
Do you face any distress while searching for certain equipment/game?
What do you wish could change when you go to buy something gaming related (either physical games or online games and gaming software)?
What would your ideal online gaming marketplace consist of?
Defining The Problem
Defining The Problem
User Persona:
User Persona:


Empathy Mapping:
Empathy Mapping:


User Journey:
User Journey:


Pain Points:
Complex technical terms.
Gifting is hard and not easily accessible.
No proper place to sell older equipment.
Pain Points:
Complex technical terms.
Gifting is hard and not easily accessible.
No proper place to sell older equipment.
Ideation and Design:
Ideation and Design:
Low-Fidelity Wireframes:
Low-Fidelity Wireframes:
High-Fidelity Screens:
High-Fidelity Screens:
Bhawanjot Kaur ²⁰²⁶
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Bhawanjot Kaur ²⁰²⁶
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