Clarifying the Player Journey: A Journey Map for a Trivia Game
OVERVIEW
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Context: An early-stage trivia game concept needing a clear, build-ready gameplay loop.
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Goal: Define the end-to-end player journey and core loop from entry to progression.
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Challenge: Without a clear flow, gameplay rules, feedback, and progression can feel inconsistent or confusing.
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My Role: UX Research/Design (experience mapping, decision points, requirements definition).
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Team: Product Manager, UX Designer, Engineer, Apple Inc. Mentor
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Tools: Miro, Xcode, Swift, Sketch
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Outcome Snapshot: Produced a player journey map/user flow with key decision points, feedback states, timers, and progression rules to guide game build.
WHAT DID I DO?
METHODS
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Experience mapping, flow definition, competitive scan, and assumption testing.
PARTICIPANTS
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Competitive patterns and informal feedback from 4 users/peers.
KEY ACTIVITIES
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Mapped the “happy path” (start → question → answer → feedback → next).
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Identified decision points (category, difficulty) and edge cases (timer runs out, wrong answers).
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Defined feedback rules and progression logic to support consistent gameplay.
WHAT DID I FIND?
KEY INSIGHTS
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Instant feedback (right/wrong) is essential for momentum.
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Timer pressure changes the emotional experience; difficulty must feel fair.
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Progression needs to be explicit so players feel advancement and motivation.
SUPPORTING EVIDENCE
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Common confusion risks: “How do I level up?” “Do wrong answers penalize me?” “What happens when time runs out?”
WHAT DID WE CHANGE?
RECOMMENDATIONS
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Establish a consistent core loop and define feedback states (green/red + points).
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Make progression visible (level indicator, correct answers required, streaks).
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Keep entry flow simple: username → category → difficulty → start.
PRIORITY
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Now: core loop + rules clarity + feedback states
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Next: streaks, achievements, category collections
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Later: social play, leaderboards, tournaments
ARTIFACTS
JOURNEY MAP

APP HI-FI
REFLECTION
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What I’d improve next time: Run a quick “rules comprehension” test where users explain gameplay back after 30 seconds.
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Limitations: Early artifact; needs validation with prototype interaction.
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Next steps: Prototype the flow and test comprehension + pacing across difficulty levels.