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MTN HOTTSEAT APP

Learning gamified !

Project Overview

MTN HOTTSEAT APP is a virtual quiz master and contestant game where the user play as the contestant and the questioning system the quiz master which consists of different quizzes that the user play to win prizes, points and top leader-boards. Users have the chance to play additional games provided MTN, a telco, to win daily packages. Generally, the user learns,score points and win rewards.

My Role

Task

Product designer (UIUX)

Revamp the Software’s visual design, user flow and overall user experience. To attract more younger players.

Tools

Responsiblities

  • Research

  • Low fidelity

  • Information architecture

  • Visual design

  • User Interface Design

  • User Experience Design

  • Micro-interactions & animations

  • Prototyping

  • 3D animated UI video presentation

Project duration

2 weeks

Problem Statement

MTN HOTTSEAT has always been in existence,however the the visual appeal and UX writing of the App was old and unaesthetic.The user experience and user journey map towards completing specific tasks were ambiguous which causes users to mistakenly acquire a target UI element or tap actions they intrinsically never intended to perform .Poor UX writing of the game also caused users to call regularly for game rewards from in matured game points.

Solutions

  • Create a visually appealing and user-friendly design system that is easy to navigate.

  • Redesign the entire UI App layout.

  • Develop a more intuitive,clear and fun UX writing that(welcomes the User upon login,congratulates after a win)motivates and clearly communicates intended tasks,procedures and respective rewards .

  • Create a visually appealing and an App on-boarding process.

  • Redesign the UX and intuitive user journey process .

DESIGN PROCESS

I began the project with a user-centered approach in which was :

Put yourself in the user's shoe.

Design Strategy

Empathy map

1

2

3

4

5

6

Empathize

Define problem

Product requirements

Constraints

Define

Ideate

Explore various solutions,

analysis and research data

Design

UI Design

UI Components

Visual design ,icons images

Interaction Design Micro interaction

Navigations

Prototype

Usability testing

Accessibility testing

Heuristic evaluation

Testing

EMPATHY MAP

This process was done to define the target group with more clarity as well illustrate their specific needs and actions.Empathy mapping helped me gain more insights and perspective into their thoughts and feelings .

THINKS

Unpleasant UI automatically means uninteresting or less fun to play game

Web-based games are old

Target audience are only MTN users

SAYS

Games are played just for the fun of it and nothing else.

A locally made game may not have much to offer.

Won rewards are not given them

DOES

Purchases low subscriptions but wants high rewards in return.

Plays to win more credit.

Plays game minimum of 20 everyday

FEELS

Unsatisfied

Not duely rewarded for their efforts in the game

A need for the improvement in the overall game

PAIN POINTS

Too many pop-up Ads in the game.

The rigidity involved web-based games that being able to use motion sensors and hand gestures and more.

Not so intuitive navigation

USER PERSONA

User persona data (domain targeted) includes :

  • Teenager and Youth (Age 6 -35)

  • Challenge lover and achiever .

  • Knowledge seeker.

  • Resilient

STYLE GUIDE

Colours : MTN (Yellow ,black)

Win big cash prizes

MTN Play

Typeface : Rubik

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ICONOGRAPHY & ELEMENTS

COMPONENTS

IN-APP SCREENS

PROTOTYPING

THANK YOU