angela zhou
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UI & Research

Dolby Laboratories

Timeline
August 2020 - December 2020
Sponsor
Dolby Laboratories
Role
UX Designer
Project Type
Academic

Design Opportunity

Our design opportunity for this semester was to conduct research into the behavior changes of video gamers during the pandemic and design a new audio solution that addresses their needs and frustrations.

Covid-19 impact

Global pandemic COVID-19 has created a drastic increase in play time for gamers as well as an increase in users. This includes gamers actually gaming, but also increase in engagement through watching streamers on livestream platforms like Twitch. Global health leaders and gaming companies alike have banded together to slow the spread of COVID-19. The World Health Organization along with 18 game industry leaders launched #PlayApartTogether in March, an initiative that encourages social distancing, connecting with friends virtually, and responsible health measures.

In this new world of connected gaming, there is an increasing need to incorporate new forms of chatting, audio, video and other interactive elements that would provide an even more immersive experience.


Problem Statement

PC gamers playing online games with their friends need a way to balance the core audio inputs so that they can customize the gaming experience to their sound preferences.

We focused on balancing audio inputs because this was the biggest frustration among gamers we researched and talked to. Each gamer has unique preferences to how they want to set their sound levels while gaming, depending on various internal or external factors.

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Final Concept

Our group decided upon a digital sound overlay after conducting research and doing multiple rounds of ideation on various physical and digital products.

For the best use of our product the user would:

  1. Be prompted through a popup that slides in from the top right of the screen.
  2. When [Windows Key + G] is pressed, the overlay pops up.
  3. Upon mixing sound to taste, the user would then be able to click out by clicking outside the overlay, pressing [Windows Key + G] again, or exit the interface by clicking the ‘X’ on the overlay.

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Personas

The personas were created for our team to keep the goals of our user group in mind when we did primary and secondary research as well as guide our ideation.

The Social Gamer
  • stays connected with friends through online gaming
  • engaged in more online multiplayer games
  • frustrated at lack of sound balancing with current
  • sometimes has trouble differentiating game audio and friend chatte

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The Serious Gamer
  • joining online communities to meet gamers and make new friends
  • plays competitive games at an e-sports level
  • needs to be fully immersed for a competitive edge
  • sound balancing is time-consuming to set up

Understanding the Gaming Climate

Literature Review

A literature review was conducted to give us a better understanding of our problem space and also to help us gain insight onto questions to ask ourselves when we conducted future research methods.

COVID-19 effects on gaming

There is growing support for connected online gaming.

E-sports revenue may have decreased, but viewership has increased.

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Audio software use

Many gamers actually do not prefer specific audio software and will most often use whatever came with their equipment.

Video game industry and market

There has been an uptick in Twitch engagement- engagement doubled since quarantines started.

Headphone use

For competitive gaming, surround sound is not really necessary.

Gamer types

Gamers play for a variety of reasons and in different contexts.

Affinity Diagram

To connect the research done previously, we created clusters of important information that would then drive our survey and interview questions.

Insights

  • focus on specific gaming behaviors
  • social aspect
  • general disinterest in audio enhancing software
  • online gaming activity on the rise following the pandemic
  • room for growth for Dolby Atmos in competitive gaming space

Survey

The purpose of this survey was to gather information from users about their behaviors before and after COVID, as well as their headphone usage to help narrow our scope. We also wanted to identify potential candidates for interviews. We focused on three sections- Demographics, Gamer Behaviors, and Headphone Use.

It was important for us to ask a variety of questions to gain further insight on gamer behavior.
These include:

  • Playtime before and after quarantine
  • Behavior when playing with friends
  • Changes in gaming pre- and post-quarantine
  • Headset usage
  • Game genre
  • Preferred game consoles


Hypothesis Method

‍This was a method of sorting through survey responses by making use of a hypothesis and confirmation through data.


Quantitative Data

‍Quantitative data gave us insight on where gamer behaviors overlapped through numbers.Quantitative data gave us insight on where gamer behaviors overlapped through numbers.

Qualitative Data‍

Qualitative data include short answer anecdotes that provide more personal insight to a gamers' thoughts, emotions, and most importantly behaviors.

Interviews

The purpose of conducting interviews was to gain insight from gamers’ first-hand experiences, with an emphasis on gaming behaviors and use of headphones.

Gaming is emotional
Social gamers are influenced by their friends, which can be seen through:
  • type of game,
  • console,
  • or amount of time spent playing
Balancing sound is difficult

Research Synthesis and Sketching

Individual sketching
We sketched to generate ideas based on research insights. With research insights in mind, we individually sketched blue sky ideas in both the physical and digital space. Upon reviewing the sketches, most could be placed into three main categories:

Headphone Interactions
Sound Mixers
Surround Sound Experiences

Collaborative sketching

‍We had a lot of ideas, therefore we engaged in collaborative sketching to constrain ideation. We found our ideas promoted several key elements.

Storyboard scenario

To explain the use of our intended product, our team used the storyboard scenario that I illustrated to describe the effects of using our product on a gamer's gameplay and the newfound immersion it can bring.

In this part of the scenario, the gamer is trying to lower the volume of another gamer but has to tab out of the game to go into their sound settings to turn them down. Upon returning, they have found out they lost the game.

In this part of the scenario, the gamer is trying to lower the volume of another gamer. Using the soundboard overlay, the gamer can quickly adjust their sound without tabbing out whilst keeping an eye on the game; greatly improving immersion.

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Concept Design

After deciding on a digital sound overlay, we proceeded to create mid-fi mockups based on our sketches.
Our mockups focused on these elements:

  • Concept pages
    • Explore
    • Favorites 
    • Community
    • Create
  • A loading screen notification
  • Sound sliders
  • Separation between internal and external sound
  • Other fun elements like locking a specific preset, showing the number of users who applied the preset, and preset names

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Reflection

I think this project really got me to open my eyes to various ways to prototype something which I originally thought could only be a digital project. Whilst the end result did end up being a digital project, my team and I really expanded our research into various avenues of design and research just to make sure our final concepts were the best fit.

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