Sony PlayStation - Web Social
Project Objectives
To create and develop a relationship between consumers, content and PlayStation across and beyond the console eco- system in order to increase lifetime value of PSN members with a broad range of experiences
Expand the PlayStation experience by focusing on engagement presented across PS4, mobile and web platforms with global consistency
Prioritize features to build the most relevant PlayStation experience for each platform
Deliver content into other forums to keep customers connected to the PlayStation Network
Link the PlayStation community to friends and forums outside of PlayStation properties to facilitate discovery in familiar destinations
Expand the PlayStation experience to our players by providing an environment to facilitate community and connections wherever they are, focused on making PlayStation the best place to play
Goal
PlayStation wants to be more social, not just a gaming device.
Creating Social on Web (Off-Console) platform for the worlwide PS4 users.
My Role
I was on the web social team to improve the social experience of PlayStation. I worked closely with a Product Manager, Senior Designer, Copywriter, Researcher, and 4 Engineers, and I learned a lot about the overall process - what it means to be a designer and who I am as a designer.
SOLUTION
Expand the PlayStation experience by focusing on engagement presented across PS4, mobile and web platforms with global consistency.
Prioritize features to build the most relevant PlayStation experience for each platform
Deliver web fundamentals Social fundamental features across the platform Basic level of seamless linkage to interact across PS web products
Let our users enjoy their PlayStation life with their friends where ever they are
Process
Business Problem
To maximize PS4 business by increasing user engagement via other plotforms.
Key findings from - Stakeholder interviews
Provide playstation social experience across the devices
Build Web Playstation.com
Create Mobile Playstation Apps
User needs
To allow users to engage with their content where ever they are
Key metrics from - User interviews
Users want to enjoy their social content across devices, As part of our user research, I know that users use different devices throughout the day & this is also reflected in our users device ownership – our users own and use multiple devices.
Users who play/engage more spend more
The first chart shows that users who have more friends spend more time with the service. The second chart shows that users that spend more time more also spend more revenue.
Competitor Landscape
I did research what our competitors are doing in their eco system,They have an app and web solution for both computer and mobile with store and social features
Personas
Key Features
User like to visit the PSN Notifications, Messages, Friends, My Profile and Trophies
MY PROFILE
I can view My PSN Profile Edit my information Adjust my Settings Log Out.
User want to create my PSN profile and User want to change my profile privacy settings
NOTIFICATIONS
I can see a list of all my PSN notifications.
I can see if any new notifications have come in since I’ve last checked
MESSAGES
I can see a list of all my PSN Messages.
I can see if any new messages have come in since I’ve last checked.
I want to send a message to my friend.
FRIENDS
I can access a list of my friends, see who’s online, view their profile, send a message, request real name or see their activity.
I want to see my list of friends.
TROPHIES
I can view My PSN Profile Edit my information Adjust my Settings Log Out.
User want to create my PSN profile and User want to change my profile privacy settings
Story Boards
Based on the user needs and assumptions, draw the user actions as storyboards
Based on the user needs and assumptions, draw the user actions as storyboards
information architecture
I created Information Architecture based on the studies and user needs and Grouping relevant categories was important.
Brainstorming/Ideation
I gathered my project manager, developers and a scrum master to draw explorations on the whiteboard and discussed about initial ideas. We then took all the ideas to make a final basic
outlines.
Paper Sketches
I usually start the design process with rough sketches. This is the way I iterate through many design options quickly.
Wireframes And Rapid prototypes





Once we have theIdeations with the team, I design the interface layout. We put the elements in place, and define the proportions, copy and navigation. With clickable prototypes, I can
test the UI on real users at an early stage, before putting too much effort into development.
High-Fidelity Prototype





Working with Dev team to deliver the product. Beyond the the visual, I also took the time to make a high-fidelity prototype so that the dev team knows how the user interacts in a bigger
picture. This also clarified some of the complex flow that's hard to understand on paper.
Mobile Screens
Ui Components
I created UI components and showing how those components start to come together and work as a system.
User Testing
User testing is a key to understanding how real users think about the app and how they use it. We find out what is unclear and why. We also find the points where users get stuck. You
get videos of the tests and a written report with a list of problems and suggestions. We iterate on the prototype until everything works well.
After relesing the product users are enjoying their PlayStation socil life with their friends where ever they are and the users are engaging and enjoying the contents they love with their friends , to discuss to, suggest, to laugh and brag about together. And all of this is something user need to be able to do no matter where they are and the user be able to engage through multiple touch points from and on the devices where our users are.