Datamontern

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Evaluation Game Development Exhibitor Booth

UX/UI Designer

UX research & evaluation · Heuristic evaluation · User interviews & observations · Information architecture · Interaction & spatial design · Low-fidelity prototyping (Figma)

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The project was carried out with the University of Skövde's Game development department, focusing on an evaluation of an existing exhibition booth. The project was conducted fully in Swedish.


The work involved an assessment of both the physical and digital features, using both user and heuristic evaluations to identifying improvements and strengths of the exhibition booth for different target audiences. The involved audiences ranged from researchers, current and prospecting students, visitors and stakeholders of the game development department.

Research methods

The project used heuristic evaluations, user analysis, observations and interviews for data gathering which allowed creation of personas, customer journey maps, and concept mock-ups.


The feedback were used for sketching and prototyping to provide future suggestions and developing recommendations to highlight the exhibition booth and creating further immersion of the exhibition booth. The sketches was utilized primary for the physical environment improvements. A low-fidelity prototype was developed in Figma to communicate digital suggestions, changes and recommendations. 

Results

The project resulted in improvements within the physical, digital and information architecture of the exhibition booth. The physical recommendation ranged from adding darkening curtains and tiltable screens for easier visibility on the computer and project screens, to adding four player modes on the projector to allow more than one user interaction at time.


The digital information architecture suggestions ranged from dividing information from different sources to one, such as the exhibition booth, and maintain the same information on the website instead of diverting the user from the exhibition booth to go to the website for certain information, this way the user could read about the exhibition information after leaving it. Other suggestions were providing information about the educations, as well as, the student games to showcase all the education available and the result in form av student games and research conducted at the university.

Old curtains
Old curtains
New curtains
New curtains
Sketches Physical Environment
a. Playing together on the projector
b. Sound that plays based on what's on the projector
c. Touch screens instead of printed posters
d. Tiltable screens
Touchscreen instead of printed poster
Touchscreen instead of printed poster
User Journey map 1
User Journey map 1
User Journey map 2
User Journey map 2
Mockup for information architecture - Front page
Mockup for information architecture - Front page
Information architecture - Education information
Information architecture - Education information
Information architecture - Student year showreel
Information architecture - Student year showreel
Information architecture - Student Game information
Information architecture - Student Game information
Information architecture - Trailers and videos about Game development
Information architecture - Trailers and videos about Game development

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Distancify UI Assessment & Development

UI Designer & UX Evaluation

UX research · Usability testing · Cognitive walkthrough · UX strategy · Information architecture · Interaction design · Heuristic evaluation

The project focused on evaluating and improving the usability of Didriksons’ website through a project with the company Distancify. With a emphasis on how users understand and use product property icons for waterproofness, warmth, and breathability. Through a cognitive walkthrough and usability testing with scenario-based tasks, users’ navigation, interpretation of icons, and use of filtering functions were analyzed.