SUMMARY

Increasing game sessions with a post-play redesign

Facebook’s Arcade is a post-play surface that leverages a user’s “clicky” behavior to chain them to new game sessions and social play. Achieved by surfacing personalized game recommendations and top friends.


Role

Product Designer


Year

2024


Deliverables

UX · Visual · Prototype


THE PROBLEM


Divergent experiences and overlapping value proposition


Due to Apple’s restriction on store-like designs, the experience was inconsistent between apps. At the same time, the experience lacked cohesion, strategy, and overlapped with the Gaming tab, in terms of value proposition.

The confusing in-game navigation frustrated users resulting in shorter play sessions and reduced retention.

HOW MIGHT WE


01.

Create a richer post play experience that increases game sessions.


SOLUTION

I designed a dynamic grid layout that elevated personalized game content and better directed users to key actions.


REASON

Using UXR and testing insights I found that the endless scrolling lacked impact and users primarily interacted with the featured games section and nothing else. By showing less but more useful games, we can better chain users to their next game session.


EXPLORATIONS

02.

Remove user frustration due to inconsistent navigation and accidental quitting


SOLUTION

Created a single navigation for all devices to better direct users to the arcade and reduce force quitting the app. Removed the X icon and need to double tap to quit.


REASON

iOS navigation used a button labeled "X" to exit. This led to users mistakenly quitting the game since the game also has X icons. To solve this, we added a double-tap confirmation but isn’t a great user experience.


03.

Highlight social play actions to increase social play sessions


SOLUTION

I placed social actions at the top of the arcade so they are no longer buried and are always seen when a user quits.


REASON

Previous iterations had social play actions buried in a hamburger menu that was consistently ignored leading to poor metrics. By placing the actions in tiles at the top it would be seen every time a user quits while not competing with the games below. This will increase our social play sessions.



OUTCOMES

While the features are currently being built, to track success and impact, I would have monitored the following:

  • Game sessions, implying users are chaining into a new game from the arcade.

  • Game invites and shares, indicating the invite actions were placed well and easily accessible.

  • Reduced force quitting, suggesting the new navigation helped users enter the arcade to quit.


LEARNINGS

I drove innovation creating impact while using older components. Brought a new feeling to an established surface. Cleaning up the navigation reinforced the importance of XFN collaboration.

More Projects

Facebook - Zero Permissions

Mobile · Web · Product Design

Oxefit XS1

Mobile · Device · Design Leadership · Product Thinking