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Project Overview

The Humber E-Sports Arena project aimed to create a user-friendly digital platform to manage and promote esports events, enhancing engagement and organization for students and faculty.

 

Tools Used

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My Role

As the UX Designer, I led the design process by:

  • Ensured the platform was user-friendly and accessible.

  • Collaborated with web developers and content strategists.

  • Created a functional and appealing website.

Timeline

5 Week 
10+ Screens

Problem Statement

Humber College lacked an efficient digital platform for esports events. Social media communication was insufficient, leading to low awareness and participation.

"Transforming Esports Engagement at Humber from Disconnected to Unified."

Context

The project was initiated to provide a digital space for the growing esports community at Humber College. With esports gaining popularity, there was a significant opportunity to enhance student engagement and offer a structured platform for esports activities.

Solutions

  • Created the Humber Esports website.

  • Designed an intuitive, accessible interface.

  • Developed engaging content.

  • Added forums and user profiles.

  • Implemented event management tools.

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Design Process

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Timeline

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Quantitative Analysis (Survey)

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As a group we conducted a quantitative research survey with 20 people and based on what I discovered through the screen survey​:

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  • How often do you hear about esports events at Humber College?

  • How often do you participate in esports events at Humber College?

  • How connected do you feel to the Humber College esports community?

  • How satisfied are you with the organization of esports events at Humber College?

  • How interested are you in having access to resources for improving your gaming skills?

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Awareness of Esports Events

10% frequently hear about events , 30% occasionally hear about events & 60% rarely or never hear about events.

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Participation in Esports Events

15% frequently participate, 25% occasionally participate & 60% rarely or never participate.

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Community Engagement

10% feel very connected, 20% feel somewhat connected & 70% feel not very connected or not connected at all.

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Event

Organization

10% are satisfied, 25% are somewhat satisfied & 65% (13 students) are dissatisfied or very dissatisfied.

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Skill

Development

60% are very interested, 30% are somewhat interested & 10% are not interested.

"Improving awareness, registration, community engagement, event organization, and skill development will boost student participation and satisfaction in esports"

Competitive Analysis

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Qualitative Analysis (User Interviews)

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I interviewed 8 people and based on what I discovered through the screen survey​:​

  • How often do you hear about esports events at Humber College?

  • How often do you participate in esports events at Humber College?

  • How connected do you feel to the Humber College esports community?

  • How satisfied are you with the organization of esports events at Humber College?

  • How interested are you in having access to resources for improving your gaming skills?​​

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Session start - 09:00 am and End - 10:00 am on 23 Feb 2024

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Session start - 01:00 pm and End - 02:00 pm on 23 Feb 2024

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Notes - 1

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Notes - 3

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Notes - 2

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Notes - 4

"I want to stay informed about upcoming esports events. Clear and consistent communication would really help"

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Sarah

“I feel disconnected from the esports community at Humber College. Finding ways to engage students like me would be valuable”

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Alex

“When I do participate in esports events, I sometimes feel the organization could be better. Clear schedules and smoother logistics would improve my experience”

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John

“I'm interested in improving my gaming skills, but I don't know where to start. Access to resources like tutorials or coaching would be really beneficial”

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Emily

Affinity Mapping

One of the main challenges I faced in this research was analyzing a large volume of data from user interviews and surveys. Then, I used affinity mapping method to categorize data. My ability to navigate this complexity to deriving actionable findings for this project.

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SWOT Analysis

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Persona

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Journey Map

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Empathy Map

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Key Findings & Solution

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Information Architecture

After having a clear understanding of what features I wanted to redesign, I visualizes the user's path, starting from the home page to accomplish account creation and account management

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User Flow

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Style guide

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Sketches

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Med - Fi

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Hi - Fi

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Key Learnings

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  • Regular communication with content strategists and web developers ensures alignment and cohesive results.

  • Prioritizing user feedback led to more intuitive and satisfying user experiences.

  • Keeping content engaging and regularly updated maintained user interest and participation.

  • Implementing interactive features like forums and profiles fostered a strong sense of community.

  • Utilizing robust tools streamlined event organization and boosted participation.

What I'd do differently next time

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Engage a more diverse user base to capture a wider range of behaviors and needs.
 
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Analyze and improve different user flows for a seamless experience across all touchpoints.
 
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Incorporate user feedback early and continuously to catch and resolve issues sooner.
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Create high-fidelity, interactive prototypes for more accurate feedback during testing.
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Develop a design system for consistency and easier implementation of changes.
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