Call of Duty Mobile App

UX Research, UX Design, UX Writing
The Problem
Activision asked my team to redesign their Call of Duty companion app to make it more social and engaging.
My Role
research, ideation, writing interview guides, conducting interviews, creating and running user tests, designing and annotating wireframes, creating interactive prototypes
The Solution
We delivered wireframes and a new sitemap for a version of the companion app that includes 1) a more robust profile system that allows players select tags to describe themselves, 2) a reimagine community system allowing players to find and communicate with each other, and 3) a modified information architecture to allow the profile and community systems to function as intended.
Call of Duty project image
Snapshot of Methods
& Documentation
Annotated Wireframes
Card Sorting
Competitive Analysis
Ethnography
Heuristics Evaluation
Interview Script
Interviewing
Personas
Prototyping
Site Map
Stakeholder Interviews
Stakeholder Presentations
Usability Testing
User Flows
Wireframing
The Quick Run-through
  • Conducted heuristic evaluation of the Call of Duty companion app to identify any clear strengths and weaknesses that would frame future design choices.
  • Conducted research related to the psychology of engagement to learn about what people need in order to engage with something for a long period of time.
  • Played Call of Duty, used existing companion app, observed online communities, and observed interactions between players to learn about the player experience and to understand how to communicate with the players.
  • Conducted interviews with players to get a deeper picture of who they were, what their habits were related to the game franchise, and what problems they experienced when engaging with the franchise and its audience.
  • We learned that female and GSRM players had more difficulty engaging with the Call of Duty community because of the default culture associated with the game and because of the lack of a formal system of connecting with like-minded individuals.
  • Researched other apps optimized for making connections between people and drew inspiration from Tinder's tag system.
  • Redesigned the profile system to incorporate personal tags and reimagined the Squads system to facilitate finding and communicating by making use of the tags.
  • Conducted usability tests to determine if players were able to understand and navigate the new elements and if they responded favorably to the concept. We learned that the general concept was well received but that certain interactions in the flow were confusing.
  • Conducted card sorts to see how players responded to different possible tags. We found that the tag idea in general was appreciated but that the number presented was overwhelming and contained mostly unhelpful choices.
  • Based on our tests, we iterated our wireframes by simplifying the tag system, modifying copy for clarity, and removing certain divisive interactions.  We provided new and annotated wireframes to stakeholders.

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