- UX Vision
- Employees seek to enrich their work experience. What if we could promote cross-company friendship by igniting passionate conversation during lunch?
- 4 member team project. Responsible for: research, interface, branding, documentation.
- Group-maker tool for professionals.
- Summer 2015.
- Corporate Applications, Blizzard Entertainment, Irvine, CA.
That small town feeling
Since World of Warcraft, Blizzard Entertainment has grown tremendously. Executive management wants to bring back the small company feeling. This objective is called One Blizzard.
- And How?
Meet · Flexibility · One Blizzard
- Explore new horizons by meeting employees across Blizzard.
- Bring back the small company feeling - the One Blizzard vision.
- Meet and eat on the employee’s schedule.
Cross department social time
Looking for Lunch was initially developed in a Corporate Applications department hackathon by one of our mentors. He was inspired by One Blizzard, a company wide goal to break down department silos to promote better knowledge share and socialization between departments. A combination of past product leaks, selective employment and individual employee responsibility lead to cordoned off teams and departments within the company.
Decisions and personas
We conducted 20+ employee interviews to create our 3 personas. The product was designed with 2 of these personas in mind: the busy employee and incentivized. The coordinator was our 3rd persona with specialized needs. We decided to narrow our focus because we did not have the bandwidth to build a complete product for the coordinator persona during our internship. This was due to the coordinator needing scheduling, communication and administration tools for us to target effectively.
The Busy Employee
Mindsets and motivation
We looked at the motivating factors that led users into the mindset of the product. We started with the first point of user engagement—the initial thought. From there we mapped the rest of the experience. An area of improvement which surfaced was communicating to users the likelyhood of being placed into a lunch group at the time(s) they signed up for. The user journey also facilitated the knowledge transfer at the end of the internship as we prepared to hand off our project to another team to complete.
Observations and Ideas
Presenting the Design
Wireframes, MVPs, Iterate, Final
Design worked a full sprint - 1 week - ahead of engineering, as we interviewed, wireframed and user tested a number of directions in order to hand off something solid to engineering by the end of the week. Our user tests were conducted within our department and with select interviewees spread across different teams. Visual research started early in development with the intent of avoiding bottlenecks as a number of people had to sign off on it.
3 distinct versions
Styles tiles were created to communicate to the 3 project owners - of which only one was a designer - a look and feel upon which we could build on.
Getting the word out
We created posters and trifolds to place in the campus cafeteria. We also prepared a company wide email blast for an executive to send for us. The visual system developed for the posters facilitated the creation of the final interface.
- Core Focus
- Coordinator persona is important, but required different feature set from other personas we did not have time for.
- Our team conducted daily standups, sprint reflection and other Agile recommended affairs.
- Feedback required us to make a major design changes with 3 weeks left in the internship.
- Multiple work projects meant that we needed to manage and split time efficiently.