SKLZONE
A tablet app intended to give financial value to the time gamers spend watching game surveillance on Youtube etc, by the use of cryptocurrency, and to collect data on user preferences.
My role: UX & UI
UX Research - Adnan Selimovic
Illustrator - Oded Ilani
Illustrator - Oded Ilani
OVERVIEW
SKLZone and its other evolution phases – Styrax and StreamPWN seeked to connect between streamers and their gamers audience. I took part in all 3 phases.
SKLZone is the middle one. Styrax, the first, and StreamPWN, the third, were mobile apps involving card game.
In both SKLZone and StreamPWN – gamers and streamers got financial value by cryptocurrency.
SKLZone is the middle one. Styrax, the first, and StreamPWN, the third, were mobile apps involving card game.
In both SKLZone and StreamPWN – gamers and streamers got financial value by cryptocurrency.
USERS
The app had 4 kinds of potential users who could benefit from using it: Gamers, Influencers / Streamers, Developers and people in various positions in Gaming and Merchandising Companies.
Gamers
There are 2.2 Billion gamers globally. There are gamers of all ages.
The average gamer is 35 years old.
Not all gamers spend money on their games: The average age of game purchasers is 38.
These people grew up from childhood with computers and consuls.
The average gamer has been playing for 13 years.
Access to gaming devices
65% of households have some kind of gaming device.
48% of households have an exclusively gaming device.
Gaming habits
Most gamers play multiplayer games.
54% of habitual gamers play with others
The average gamer is 35 years old.
Not all gamers spend money on their games: The average age of game purchasers is 38.
These people grew up from childhood with computers and consuls.
The average gamer has been playing for 13 years.
Access to gaming devices
65% of households have some kind of gaming device.
48% of households have an exclusively gaming device.
Gaming habits
Most gamers play multiplayer games.
54% of habitual gamers play with others
53% of those gamers feel that games help them connect with friends
42% feel that games help them spend time with family.
Who people play with:
40% play with friends
Who people play with:
40% play with friends
21% play with family members
17% play with their parents
17% play with their parents
15% play with their spouse/partner
Many gamers spend also time watching streaming channels about gaming.
Those who spend money on gaming spend it not only on games and on in-game purchases, but also on devices such as special keyboards and earphones, and on merchandising such as dolls.
Those who spend money on gaming spend it not only on games and on in-game purchases, but also on devices such as special keyboards and earphones, and on merchandising such as dolls.
Influencers / Streamers
Influencers / Streamers are a leading factor in the game industry. They have channels in which they broadcast themselves play or review games. Many streamers earn money that way, from platforms such as YouTube and Twitch.
They want to enlarge their audience, and to have better contact with them. On the current situation, they usually don’t know who they are – only a few of their top viewers.
They want to enlarge their audience, and to have better contact with them. On the current situation, they usually don’t know who they are – only a few of their top viewers.
Developers
Developers are individuals who work on games in various platforms.
Fan communities tend to raise problems and needs, leading to a small but persistent market for independent developers who actively seek platforms to improve according to user specifications.
SKL.Zone enables developers to have a new channel of communication with gamers as well as influencers.
Fan communities tend to raise problems and needs, leading to a small but persistent market for independent developers who actively seek platforms to improve according to user specifications.
SKL.Zone enables developers to have a new channel of communication with gamers as well as influencers.
merchandising companies
The gaming industry is dominated by large corporations that control distribution channels.
They need data on their player base in order to plan capital allocation.
They also need data on the users – what they like, what they don’t, what they spend their money on, which features they like.
Another pain point the the gaming industry is the struggle to penetrate the market. Game Studios spend lots of money on promotion and advertising networks and platforms.
They need data on their player base in order to plan capital allocation.
They also need data on the users – what they like, what they don’t, what they spend their money on, which features they like.
Another pain point the the gaming industry is the struggle to penetrate the market. Game Studios spend lots of money on promotion and advertising networks and platforms.
Solution
It is a gamed app – it is not a game. It has, however, some game elements.
Gamers connect their preferred streaming platforms to the app.
The get cryptocurrency on every watch. They can enlarge their collected cryptocurrency by battles with other gamers. The user build an army, equip it, invest in it and strengthen it.
In battle users can win cryptocurrency as well as grails, that can be used in order to explore more unique weapon and creatures, and empower the army even more.
Our case study is RPG games, but there are other genres as well – Sport, Shooters, Casual etc.
They attract different audience. SKLZone had a unique design for each genre.
Gamers connect their preferred streaming platforms to the app.
The get cryptocurrency on every watch. They can enlarge their collected cryptocurrency by battles with other gamers. The user build an army, equip it, invest in it and strengthen it.
In battle users can win cryptocurrency as well as grails, that can be used in order to explore more unique weapon and creatures, and empower the army even more.
Our case study is RPG games, but there are other genres as well – Sport, Shooters, Casual etc.
They attract different audience. SKLZone had a unique design for each genre.
Influencers / Streamers connect their streaming as well.
SKLZone introduces them to more viewers, and also rewards them directly, for every watching.
merchandising companies can get data on users - their gaming preference, their preferred features, their spending habits, and plan accordingly to meet these preferences.
They also get another channel to reach gamers.
Process
In this phase, the work was on tight schedule.
we started from the tablet app, which is an unusual choice.
We meant to create a mobile version on the next stage, and a desktop - on the third.
The choice in tablet, was due to the fact it is the best method to demonstrate the app to investors. In addition, it is quite easy to move from tablet into desktop.
it was clear that the mobile version will require a different UX altogether.
Since the schedule was tight, I worked differently then I usually work:
I designed the UX of the main screens, roughly, with no detail design and different user cases.
Then I built the graphic language.
After approving the graphic language, I designed the different user cases, on the base of the graphic language and on the base of pen-and-paper wireframes I drew and approved with the team.
We meant to create a mobile version on the next stage, and a desktop - on the third.
The choice in tablet, was due to the fact it is the best method to demonstrate the app to investors. In addition, it is quite easy to move from tablet into desktop.
it was clear that the mobile version will require a different UX altogether.
Since the schedule was tight, I worked differently then I usually work:
I designed the UX of the main screens, roughly, with no detail design and different user cases.
Then I built the graphic language.
After approving the graphic language, I designed the different user cases, on the base of the graphic language and on the base of pen-and-paper wireframes I drew and approved with the team.
Features
Onboarding
The users connect theirs game identities - such as Steam or App Store to the system.
Once they do that - they system analyzes their preferred game genre - RPG, shooters, sport etc, and associates them with the fitting skin.
Users whose main game genre is sport - will get a sport system.
Users whose main game genre is RPG - will get a RPG.
Users who plays several genre - will be associated with the most played genre.
Once they do that - they system analyzes their preferred game genre - RPG, shooters, sport etc, and associates them with the fitting skin.
Users whose main game genre is sport - will get a sport system.
Users whose main game genre is RPG - will get a RPG.
Users who plays several genre - will be associated with the most played genre.
MainScreen Structure
Theater
Game House
Barracks
Arena
What I learned
* A lot about the world of game streaming, influencers, etc.
* Design a full process from A to Z - whole flows, different user cases etc.
* Design a full process from A to Z - whole flows, different user cases etc.
* I mastered prototyping.
What I would have done differently
* The most important areas are the Theater - where users can watch game surveillance and live streaming, and the Game House and Marketplace - where they can make purchases. All other areas are fluff. However, it is not shown hierarchically. They don't seem more outstanding than the others, and they are located in the lower part. I would have changed that.
* I don't think that the whole army - fighting - trophies is that important, it is at best - nice to have.
* I'm not sure the skins - different design for each game genre - are needed.
* I don't think that the whole army - fighting - trophies is that important, it is at best - nice to have.
* I'm not sure the skins - different design for each game genre - are needed.
AFTERMATH
SKLZone was early to its time---
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