User Experience Design for Gaming

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  • View profile for Bahareh Jozranjbar, PhD

    UX Researcher at PUX Lab | Human-AI Interaction Researcher at UALR

    10,780 followers

    Some user groups have distinct usability needs, and to design experiences that truly meet those needs, we need to identify patterns in how different users interact with a product. Clustering helps group users based on shared behaviors rather than broad assumptions, allowing UX researchers to uncover deeper insights, optimize design decisions, and improve the overall experience. One of the most common clustering methods is k-means, which groups users around central points based on similarity. It is widely used for segmenting personas and analyzing behavioral trends but requires predefining the number of clusters, which can be a limitation. Hierarchical clustering offers an alternative by building a tree-like structure that reveals relationships between different user groups. This method is particularly useful for mapping engagement levels and understanding how different users interact with an interface. Density-based clustering, such as DBSCAN, identifies areas of high user activity while automatically separating outliers. This method works well for analyzing drop-offs, onboarding friction, and engagement patterns without assuming a fixed number of clusters. Gaussian Mixture Models take a probabilistic approach, allowing users to belong to multiple clusters at once. This is particularly useful for analyzing hybrid user behaviors, such as those who switch between casual and expert usage depending on the context. Fuzzy clustering is another approach that enables users to be part of multiple groups simultaneously. This is helpful when behavior is fluid and does not fit neatly into distinct categories. It is often used in personalization systems where engagement modes shift dynamically. Constraint-based clustering applies predefined business rules to the process, making it ideal for segmenting users based on factors like subscription tiers or access levels. Grid-based clustering, including the BIRCH algorithm, is particularly useful when working with large-scale datasets. Unlike other methods, BIRCH processes large amounts of data efficiently, making it a valuable tool for analyzing heatmaps, session recordings, and high-volume engagement metrics.

  • View profile for Mohsen Rafiei, Ph.D.

    Cognitive Psychologist

    12,256 followers

    Can UX researchers put a p-value on qual data? In a recent study, I had two groups of players trying out two versions of a game. Crunching the quant data took no time: metrics, ratings, playtime, done. The interviews, though? Two sets of long, messy, deeply human conversations. And of course, the client wanted to know one thing: do these interviews show a real difference between the groups? Can we say feature X is really important to them or not? Here’s the uncomfortable truth: interviews don’t work that way. With 8–15 people per group, you almost never have the statistical power to detect significance and forcing p-values onto qualitative data gives you either meaningless non-significance or fragile, misleading results. So here’s what I actually did (and what I’d recommend to any UX or games researcher facing this): 1. Code the qualitative data first (I used AI for this). I systematically coded transcripts into countable categories, mentioned frustration with controls: yes/no, number of pain points, sentiment. Once qual becomes quant, comparison becomes possible. 2. Use the right tests for small samples. Fisher’s exact test for proportions, Mann-Whitney for scores. They work with small n, just know that only large differences will surface. 3. Embed numbers inside interviews. A simple 1–10 satisfaction rating or a short scale during the session gives you directly testable data without losing the conversation. 4. Let each data type do its job. My quantitative data showed that a difference existed. The interviews explained why. Mixed methods isn’t about squeezing stats out of stories. It’s about pairing evidence types so each one carries the weight it’s built for. #UXResearch #GamesUserResearch #MixedMethods #ABTesting #PlayerExperience #ResearchMethods

  • View profile for Dimpy Adhikary

    Staff Quality Architect @Vonage | Performance Engineering | Quality Leadership | Test Automation Specialist | Mentor | Blogger

    11,963 followers

    When monitoring application performance, focusing solely on server metrics like CPU, memory and disk usage only tells part of the story. These metrics are essential for infrastructure health but don’t reveal how users interact with the application. Let’s take an online gaming service as an example. Simply tracking server load won’t tell if players are dropping off mid-game, facing lag issues, or waiting too long for a match. To make the app better for users and grow the business, we may need to look at what users are actually doing inside the app. Lets understand this with some sample example metrics: 𝗖𝗼𝗻𝗰𝘂𝗿𝗿𝗲𝗻𝘁 𝗣𝗹𝗮𝘆𝗲𝗿𝘀 𝗱𝘂𝗿𝗶𝗻𝗴 𝗱𝗶𝗳𝗳𝗲𝗿𝗲𝗻𝘁 𝘁𝗶𝗺𝗲𝘀 𝗼𝗳 𝗱𝗮𝘆: • Helps scale servers dynamically to prevent overload. • Can be segmented by region, game mode, or device type. Waiting 𝗧𝗶𝗺𝗲 (𝗔𝘃𝗴. 𝗤𝘂𝗲𝘂𝗲 𝗧𝗶𝗺𝗲 𝗽𝗲𝗿 𝗚𝗮𝗺𝗲 𝗠𝗼𝗱𝗲) • Tracks how long players wait before joining a game. • Long queue times may indicate an imbalance in player availability issues. 𝗗𝗿𝗼𝗽-𝗢𝗳𝗳 𝗥𝗮𝘁𝗲 (𝗣𝗹𝗮𝘆𝗲𝗿𝘀 𝗟𝗲𝗮𝘃𝗶𝗻𝗴 𝗠𝗶𝗱-𝗚𝗮𝗺𝗲) • Tracks how many users disconnect before a match ends. • Helps detect frustrating game mechanics or connectivity problems. 𝗗𝗮𝗶𝗹𝘆/𝗪𝗲𝗲𝗸𝗹𝘆/𝗠𝗼𝗻𝘁𝗵𝗹𝘆 𝗔𝗰𝘁𝗶𝘃𝗲 𝗨𝘀𝗲𝗿𝘀: • Provides insights into player retention. • A declining user ratio could indicate engagement issues. 𝗜𝗻-𝗚𝗮𝗺𝗲 𝗣𝘂𝗿𝗰𝗵𝗮𝘀𝗲𝘀: • Tracks revenue-generating activities. • Helps measure the effectiveness of monetization strategies. 𝗕𝘂𝗴 & 𝗖𝗿𝗮𝘀𝗵 𝗥𝗲𝗽𝗼𝗿𝘁𝘀 𝗽𝗲𝗿 1,000 𝗦𝗲𝘀𝘀𝗶𝗼𝗻𝘀: • Measures game stability. • A rising trend may signal a need for urgent fixes. 𝗖𝗵𝗮𝘁 & 𝗦𝗼𝗰𝗶𝗮𝗹 𝗜𝗻𝘁𝗲𝗿𝗮𝗰𝘁𝗶𝗼𝗻𝘀 𝗽𝗲𝗿 𝗦𝗲𝘀𝘀𝗶𝗼𝗻 • Helps analyze engagement in multiplayer environments. • Can indicate whether social features enhance user experience. Application level metrics can go beyond infrastructure health and provide actionable insights that directly impact user experience and business success. Are you tracking any application level metric in your project, do add in the comment section. #ApplicationLevelMetric #PerformanceTesting

  • View profile for Aleksandrs Karsonis

    Senior BI Analyst | iGaming Casino · 9 yrs | Build BI from zero: DWH, Tableau, retention & marketing analytics | SQL · Python · Tableau

    4,983 followers

    Casino brand I consulted had a 40% retention on day 7. Their GGR dropped and they were losing 6 figures + how you can change it I’m going to unpack what should normally happen in analytics VS. what actually went wrong with this mid-sized casino In iGaming, one of the ways to measure retention is to track how many players come back after their first activity. For example, D1 retention means ‘% of players returned the next day,’ D7 means ‘returned within 7 days,’ and D30 within 30 days. These are standard health metrics: high retention usually means players enjoy the product and keep betting. Alongside this, companies track GGR and NGR. GGR shows raw income, while NGR shows what the company actually keeps. In a well-run analytics setup, these metrics are never analyzed as averages. Instead, they are broken down into segments: • by value (VIP vs regular players), • by acquisition source (which marketing channel brought them), • by lifecycle stage (new, active, reactivated), • and by cohorts (groups of players who joined in the same time period) What happened with this casino brand is NOT that they had “bad results,” but they looked at the above dashboard metrics in a misleading way. They relied on aggregated retention == one number for everyone. The dashboard showed D7 retention of 40%, which is considered “strong,” so no one investigated further. But this number was a blend of completely different patterns. Once I segmented the data they saw that VIP players were not staying. Because they are a small percentage of the total user base, the “average” metric stayed stable. At the same time, new traffic messed the data. Players showed strong activity on Day 1 but did not return. This affected early retention metrics. In other words, the dashboard was counting “cheap engagement” the same way as “high-value, long-term players.” A third issue came from reactivated players. These are users who had already churned but were brought back through emails, bonuses. They logged in once, got counted as “retained,” and then disappeared again. This also improved retention metrics without actually improving player loyalty. They relied too heavily on GGR. Because new players were continuously joining and depositing, total revenue did not immediately drop. Everything looked stable financially, even though the core player base was dropping. VIPs quietly churned for 3 months while new traffic covered the gap.

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