Let’s create

10Case study / Product

Queue Up

One companion app for battle passes, goals, and daily challenges, in place of players’ makeshift notes.

Role
Conception, research, UX, UI, testing
Year
2023
Status
App concept, user-tested
Services
UX/UI Design, App Design, UX Research
Value
Video Game Battle Pass Tracker App
Two phones balanced on a dark rock showing Queue Up's purple Home screen with current battle passes, and the Add Battle Pass screen
01

Introduction

A battle pass tracker for players making do with notes.

There was no comprehensive battle pass tracker on the market, so players made do with makeshift notes and rudimentary code to follow their progress. Queue Up was designed to close that long-standing gap.

Queue Up is a concept I originated, designed, and tested: from the research and the UX and UI design to two rounds of usability testing, and an interactive prototype.

8
Priorities drawn from the research
2
Rounds of usability testing
5
Participants in the first round, from Discord and Reddit
02

My Role

I took Queue Up from an idea to a tested design:

  • ConceptionThe gap: no comprehensive tracker existed, so players made do with notes and code.
  • ResearchIn-depth online secondary research, synthesised in an affinity map.
  • UX designThe MVP’s routes, mapped as user flows.
  • UI designA style guide, wireframes, and WCAG-compliant high-fidelity screens.
  • TestingTwo rounds of usability testing, the first with five participants from Discord and Reddit.
03

The Challenge

Problem
Gamers struggle to track and manage battle passes efficiently, which leads to incomplete purchases and missed in-game opportunities.
Solution
Queue Up: a battle pass tracker to address these issues, and enhance the gaming experience.

The focus: uncover the features players want, and prioritise the red routes, the journeys an indispensable gaming companion can’t do without.

04

Design Process

Six steps, each one building on the last:

  1. 01

    Develop

    Research, an affinity map, and the MVP’s user flows.

  2. 02

    Design

    A style guide, then greyscale wireframes.

  3. 03

    Usability testing

    Round one, with five players.

  4. 04

    Final design

    High-fidelity screens, shaped by round one.

  5. 05

    High-fidelity testing

    Round two, on the high-fidelity design.

  6. 06

    Prototype

    A fully interactive prototype.

05

Research

In-depth online secondary research shed light on the complex world of battle passes, a popular monetisation strategy:

01

What players struggle with

  • Time management
  • Repetitive gameplay
  • Lack of transparency
  • High costs
  • FOMO

Players want better tracking of their progression, completion time estimates, challenge status, and time remaining.

02

How battle passes work

  • Seasons
  • Progression
  • Value
  • In-game stores

In-game rewards across time-limited seasons. They need clear progression, a clear sense of value, and a seamless link to the in-game store. Fortnite’s 2017 success shaped the modern model.

03

The case for an app

  • Real-time updates
  • Push notifications
  • Customisation

Convenience, real-time updates, push notifications, and customisation. But an app must weigh resources, privacy and security, existing third-party tools, and the subset of players who value real-time tracking.

06

Affinity Mapping

I chose affinity mapping to synthesise the research. It broke down a lot of secondary research quickly, surfaced the features to prioritise, and made decisions fast and clear.

Common aspects of successful battle passes

  • Clear progression paths
  • Engaging challenges and objectives
  • Frequent updates and events
  • Transparency in costs and rewards
  • Cross-progression
  • Value for money spent
  • Cross-platform play

Factors influencing purchase behaviour

  • Game popularity
  • Monetisation model
  • In-game engagement
  • Community and social factors
  • Game genre

Tracking battle passes

  • Completion goals
  • Progress tracking
  • Challenge status
  • Visual progression
  • Time remaining
  • Notifications
  • Completion rewards
  • Cross-platform tracking
  • Customisable goals
  • Statistics and historical data

Battle pass app considerations: pros

  • Convenience
  • Real-time updates
  • Push notifications
  • Customise

Battle pass app considerations: cons

  • Resource intensity
  • Privacy and security concerns
  • Limited appeal

User preferences and concerns

  • Customise
  • Time commitment
  • Pay-to-win concerns
  • Exclusivity of content
  • Monetisation criticism
07

User Flows

User flows set the MVP’s routes: viewing and editing battle pass goals, adding a battle pass and setting a goal, answering a notification, and checking the daily challenges.

  1. 01Edit a goal

    1. Home
    2. Battle Pass Goals
    3. Customise goal
    4. Goal optionsTime left
    5. Select goal
    6. Finalise
  2. 02Add a battle pass

    1. Home
    2. Add Battle Pass
    3. Pass Select
    4. Choose Pass
    5. Pass Added
    6. Set Up Battle Pass GoalYes: on to Customise goal
    7. Finalise
  3. 03Answer a notification

    1. Home
    2. Notifications Pop-Up
    3. Yes/No
    4. Return to Screen
  4. 04Check the dailies

    1. Home
    2. Dailies
    3. Daily Quests Progress View
    4. Return Home
08

Style Guide

The style guide was the reference for the logo, the colours, and every UI element, so the wireframes and the high-fidelity design stayed consistent and cohesive.

The Queue Up logo in six tiles: a large and a small sparkle above the words Queue Up in purple, teal, and black, then the sparkles alone in the same three colours

The logo

Six versions: purple, teal, and black, each with and without the wordmark.

01

The purple scale

  • #7F39FB
  • #985EFF
  • #BB86FC
  • #DBB2FF
  • #F2E7FE

Primary 200, #BB86FC, at the centre of a five-step scale.

02

System colours

  • #03DAC5
  • #211E1E
  • #CF6679
  • #FFFFFF
  • #343434

Secondary teal, the background, error, and body text on dark and on light.

03

Type

  • Be Vietnam Pro
  • Poppins

Headers in Be Vietnam Pro Medium and Poppins Regular, both at −5% letter spacing.

Queue Up's UI elements on a dark ground: a purple navigation bar with Statistics, Discover, Chat, and Profile around a raised centre button, a check button, a Goals card, Queue Up!, plus, and Create buttons, purple and dark buttons, hearts, purple and teal lines, and a spinner
From the UI kit: navigation, cards, buttons, and controls
09

From Wireframe to High Fidelity

Detailed greyscale wireframes set the layout and the functionality. The high-fidelity design followed, shaped by the first round of usability testing.

High-fidelity Home screen in purple: an attention banner saying a Genshin Impact battle pass is ending soon, and current battle passes for Apex Legends, Fortnite, and Genshin Impact with progress rings and days remaining

Wireframe: Greyscale wireframe of the Home screen: an attention banner about a battle pass ending soon, and cards for Fortnite, Apex Legends, Overwatch 2, and Genshin Impact with days remaining. Design: High-fidelity Home screen in purple: an attention banner saying a Genshin Impact battle pass is ending soon, and current battle passes for Apex Legends, Fortnite, and Genshin Impact with progress rings and days remaining.

Home, from greyscale wireframe to the final design
High-fidelity Goals screen for Fortnite: a 60% progress ring, a games or days toggle, a completion-time slider, an Edit Goal button, and a dailies progress bar

Goals

High-fidelity Add Battle Pass screen: a search field, a featured Dead By Daylight battle pass, and battle passes to add for Brawlhalla and Call of Duty: Warzone

Add Battle Pass

Gamification is built in: badges, rewards, statistics, and progress tracking, to motivate and entertain players. They encourage players to set and achieve goals, track their progress, and earn rewards.

10

Usability Testing

Five participants, recruited from video game communities on Discord and Reddit, tested the app remotely. Round one found:

01

6 changes

  • Rename “Confirm goal” to “Set goal”, for clarity.
  • Clarify what the big + (add) button does.
  • Rearrange the dailies, for a better experience.
  • Shrink the obstructive alarm banners, and add a way to close them.
  • Explore where the notifications screen belongs.
  • Add a featured battle pass, for the product lifecycle and revenue.
02

4 suggestions

  • An edit option, for more control.
  • The confirm-goal button within easier reach.
  • A rethink of where settings live.
  • No passes without goals in the dailies.
03

4 ideas to explore

  • Filtering dailies by goal type.
  • Promoting popular battle passes.
  • A dedicated Dailies section on Home.
  • Tapping a daily to see its games and goals.
11

Accessibility

Every element of the high-fidelity design was designed to meet WCAG, on a style guide already established as accessible, so the design stood on a solid foundation.

  • Queue Up

    6.25 to 1

    Queue Up’s primary purple on its background

    Passes AA

    #BB86FC on #211E1E

From my contrast check. WCAG’s AA level asks for at least 4.5 to 1.
12

High-Fidelity Testing

Round two tested the high-fidelity design:

01

8 changes

  • Reverse the slider values.
  • Alphabetise Home and the dailies.
  • Brighten the header, for accessibility.
  • Rework the celebration screen as a confirmation.
  • Rename the button on the Fortnite goal page.
  • Add a dailies progress bar under the goals.
  • Rethink the Game Time button.
  • Clear up confusion about pass duration.
02

4 suggestions

  • Less purple across the app.
  • Show whether a game is connected to an account.
  • Consider removing the plus icon from Add Battle Passes.
  • Turn the goal-setting bar into a progress bar.
03

2 ideas to explore

  • Premium features behind a subscription.
  • A desktop version, in the future.
13

Final Design Adjustments

Feedback from both rounds shaped the final adjustments, screen by screen:

Home
  1. Home before the final adjustments: battle passes listed as Fortnite, Apex Legends, Overwatch 2, Genshin Impact, each with a small progress wheel

    BeforeWhat testing found

    1. Order of adding
    2. Small progress wheel

    Games were arranged in the order they were added, and the progress wheel was undersized.

  2. Home after the final adjustments: a filter icon beside Current Battle Passes, and the passes in alphabetical order, Apex Legends, Fortnite, Genshin Impact, Overwatch 2, with larger progress wheels

    AfterWhat changed

    1. Filter
    2. Alphabetised
    3. Bigger progress wheel

    A new filter option, also added to the Add Battle Pass screen; games in alphabetical order; and a bigger progress wheel, for visibility and ease of use.

Editing a goal
  1. The Fortnite goal screen before the final adjustments: a small 60% wheel, a single Timed toggle, a slider from 90 to 7 days with two circles, and a Set Goal button on a solid dark panel

    BeforeWhat testing found

    1. Small progress wheel
    2. One toggle option
    3. Highest to lowest, two circles
    4. Set goal button

    The progress wheel was undersized, only one toggle option showed, the goal numbers ran from highest to lowest with two unclear circles, the dark background was too solid, and the Set goal button could have been clearer.

  2. The Fortnite goal screen after the final adjustments: a bigger 60% wheel, 50 games left to complete your battle pass, a Games and Days toggle, a slider from 7 to 40 days with one circle, an Edit Goal button, and Dailies: Play 2 Games at 2 of 2

    AfterWhat changed

    1. Bigger progress wheel
    2. Games remaining
    3. Both toggle options
    4. Lowest to highest, one circle
    5. Edit goal button
    6. Dailies view

    A bigger progress wheel, the games remaining in view, both toggle options, numbers from lowest to highest with one circle, a dark background that blends in, an Edit goal button, and the dailies on the goal screen.

Setting a goal
  1. The League of Legends goal screen before the final adjustments: a small 0% wheel, a single Games toggle, and a slider from 30 to 1 games with two circles on a solid dark panel

    BeforeWhat testing found

    1. Small progress wheel
    2. One toggle option
    3. Highest to lowest, two circles

    The same undersized wheel and single toggle, goal numbers from highest to lowest with two circles, and a dark background that was too solid.

  2. The League of Legends goal screen after the final adjustments: a bigger wheel, a Games and Days toggle, a recommended goal based on your previous gaming habits, and a slider from 1 to 30 games with one circle

    AfterWhat changed

    1. Bigger progress wheel
    2. Both toggle options
    3. AI recommendation
    4. Lowest to highest, one circle

    A bigger wheel, both toggle options, numbers from lowest to highest with one circle, a background that blends in, and an AI recommendation based on the player’s previous gaming habits.

The celebration
  1. The celebration screen before the final adjustments: a gold trophy, Goal Set!, Keep track of your goals in the dailies! Happy gaming!, and a Game Time button

    BeforeWhat testing found

    1. Short header
    2. Game Time button

    The header copy was concise, and the Game Time button was unclear in its function.

  2. The celebration screen after the final adjustments: the gold trophy, Goal Successfully Set!, the same line about the dailies, and no Game Time button

    AfterWhat changed

    1. Fuller header
    2. Button removed

    The header now gives more information, and the button is gone.

14

What’s Next

Where Queue Up could go next:

01

Refinement

Potential enhancements: more preferences and filtering options for personal sorting, building on features like the alphabetised dailies, with usability testing and feedback shaping later versions.

02

Retention, without intrusive ads

Game companies could promote their battle passes in the app, driving downloads and purchases. A future subscription could add premium features, like advanced statistics and tracking dailies beyond battle passes.

03

AI goals

AI would follow each player’s gaming behaviour and suggest personal daily goals, turning battle passes into achievable, rewarding objectives.

15

Learnings

  1. 01

    Find the gap. Unmet needs, like tracking and managing battle passes, can lead to valuable solutions.

  2. 02

    Usability and accessibility, together. Following both guidelines makes an app for a wide audience.

  3. 03

    Plan the business with the product. Gamification and promoted passes can support long-term success.

  4. 04

    Personal by design. AI that tracks each player’s gaming behaviour and personalises recommendations can enhance their satisfaction.

  5. 05

    Leave room to grow. Advanced statistics, behaviour tracking, and extended dailies can lift the app’s value further.

16

Conclusion

Queue Up shows the importance of user-centred design and continuous improvement, and the potential of AI-driven features to enhance the gaming experience.