Splash image showing multiple mobile mockups
Online Social Deduction Game
View mobile prototype

THE SITUATION

A social deduction game website was stagnating in the number of new users.

THE PROBLEM

Users found alternative sites to play that had more production value.
The mobile version was largely seen as unwieldy to use.

WHAT I DID

Interviewed users to identify pain points that would keep people from coming back.
Worked with the lead developer to make the UI more attractive and to design a responsive mobile interface.

RESEARCH

Presentation Issues

After discussing with the lead developer for the site, I figured it would be best to spend a little time informally interviewing players both current and no longer returning.

I interviewed 10 people in total and found the two largest core insights after synthesizing the data:

Face sleeping with zs coming out
A couple of users who jumped ship did so because of the "basic" look of the interface. While it had the functionality to play the game, presentation-wise it was very barebones.
Abstract icon for a phone.
Users who went to alternative sites to play prefered to play on their phone rather than on desktop. The site had very little responsiveness and it was clunky to do certain actions like text chat while playing.
Mockup of screen of original website.
Screenshot of gameplay of original webpage.

More Welcoming for New Users

Because the community has stagnated for so long, it has become rather tight-knit. Newer players felt they couldn't fit in. The first change we made was to provide tooltips for users unfamiliar with the rules of the game. See example below:

Screenshot of gameplay of original webpage.

People also felt there was a level of toxicity that permeated the community, largely due to how hardcore the remaining players were. We began to implement a more comprehensive report feature as well.

Screenshot of gameplay of original webpage.

DESIGN

The Knights of the Rectangular Table

The general philosophy I utilized was to prototype with the most “difficult” scenario in mind. When choosing the screen size to design for, I used the smallest Mobile frame Figma had to offer, an iPhone 8. (375x667) When designing the game interface, I designed around a situation where there would be the maximum number of players (10).

Mid-fi mobile mockup.

iPhone 8 Frame 375 x 667 (Mid-Fi)

Hi-fi mobile mockup.

iPhone 8 Frame 375 x 667 (Hi-Fi)

Hi-fi mobile mockup for more modern phone.

iPhone 16 Frame 393 x 852 (Hi-Fi)

In redesigning the desktop site for mobile, I needed to make some big considerations as to the placement of elements onscreen.

King Arthur’s knights now discuss their quest around a 2x5 rectangular grid rather than a round table. The quest tracker, originally in the center of the table, now moved to the top of the screen and enlarged to ensure everyone can see the game's status.

Putting a non-interactable element on the top brings down the grid of player cards by 85 px and makes it easier on the thumbs to reach the top row of players.

Hi-fi mobile mockup showing the uninteractable elements at the top of the frame highlighted in red.
Hi-fi mobile mockup showing the uninteractable elements at the top of the frame highlighted in red.
The biggest hurdle to overcome when redesigning a desktop web game for mobile was to ensure that every necessary element of the interface fit comfortably for a mobile interface. This proved especially tricky when button sizes that are acceptable for Desktop would now be too small for Mobile best practices.
List of buttons.

The Player Card

The player card looks deceptively simple at first glance. However, many crucial pieces of information need to be communicated throughout the changing game state. By default, the only info on the player card is the player icon and the username. 

A single player card.

However, the following also needs to be conveyed throughout the game:

• If a player has a particular role, like Merlin or Percival
• If a player is choosing the current quest (has the crown) or will be choosing last should the mission be rejected enough times (has the hammer)
• If a player has been selected to be on the current quest (has a shield)
• Whether a player approves or rejects the quest 
• If another player is highlighting their card
• If they are claiming to be a certain role
• If they have the Lady of the Lake

A GIF showing all of the different permutations the player card can have.

Continuing with the philosophy of designing for the most “difficult” scenario, I designed all of the elements and their positions on the player card simultaneously. This ensured that should all 7 of those optional pieces of information be displayed simultaneously, the design could still be understood and fit the smallest screen size possible.

Color and Iconography

Color was one of the trickier elements when it came to redesigning the web app.

In the original site, the same green is used as the button color for both “Approve” and “Success.” Similarly, the same red is used for the “Reject” and “Fail” buttons. While the goal is to try and discern a player’s loyalty based on their votes and their behavior, approving a quest is not necessarily a sign a player is good.

Oftentimes, a quest with only approvals means the evil players liked it, too. Similarly, being skeptical of a mission and rejecting it doesn’t mean that player is evil as well. New players very frequently associate rejecting with being evil, even in the physical board game version. I decided to use Green and Orange as dedicated “approve” and “reject” colors. That way, newer players won’t associate the color with any particular role. 

A list of colors and fonts used.
An example of the fonts, colors, and buttons used.

PROTOTYPE

Example Game Runthrough

I recorded the prototype user flow starting at the point the user logs in and creates a new room up until the end of the first round of the game. Here you can see the most important functionality of the site and its usability in this updated mobile version.

View mobile prototype

OUTCOMES

A 17.5% increase in number of users over the past 6 months.
31.6% more page views compared to the previous year.
An increase from 7.1 to 8.4 in user satisfaction on the self-reported survey.
A laptop and phone mockup of the desktop and mobile interfaces of the Timesheet Entry app.Hi-Fi laptop mockup of the Homework Helper interfaceHi-Fi phone mockup of the Jitter interface.