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Clarifying the Player Journey: A Journey Map for a Trivia Game

OVERVIEW

  • Context: An early-stage trivia game concept needing a clear, build-ready gameplay loop.

  • Goal: Define the end-to-end player journey and core loop from entry to progression.

  • Challenge: Without a clear flow, gameplay rules, feedback, and progression can feel inconsistent or confusing.

  • My Role: UX Research/Design (experience mapping, decision points, requirements definition).

  • Team: Product Manager, UX Designer, Engineer, Apple Inc. Mentor

  • Tools: Miro, Xcode, Swift, Sketch

  • 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

  • Experience mapping, flow definition, competitive scan, and assumption testing.

PARTICIPANTS

  • Competitive patterns and informal feedback from 4 users/peers.

KEY ACTIVITIES

  • Mapped the “happy path” (start → question → answer → feedback → next).

  • Identified decision points (category, difficulty) and edge cases (timer runs out, wrong answers).

  • Defined feedback rules and progression logic to support consistent gameplay.

WHAT DID I FIND?

KEY INSIGHTS

  • Instant feedback (right/wrong) is essential for momentum.

  • Timer pressure changes the emotional experience; difficulty must feel fair.

  • Progression needs to be explicit so players feel advancement and motivation.

SUPPORTING EVIDENCE

  • Common confusion risks: “How do I level up?” “Do wrong answers penalize me?” “What happens when time runs out?”

WHAT DID WE CHANGE?

RECOMMENDATIONS

  • Establish a consistent core loop and define feedback states (green/red + points).

  • Make progression visible (level indicator, correct answers required, streaks).

  • Keep entry flow simple: username → category → difficulty → start.

PRIORITY

  • Now: core loop + rules clarity + feedback states

  • Next: streaks, achievements, category collections

  • Later: social play, leaderboards, tournaments

ARTIFACTS

JOURNEY MAP

APP HI-FI

REFLECTION

  • What I’d improve next time: Run a quick “rules comprehension” test where users explain gameplay back after 30 seconds.

  • Limitations: Early artifact; needs validation with prototype interaction.

  • Next steps: Prototype the flow and test comprehension + pacing across difficulty levels.

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