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

font:Geist color:FF0060

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