Justin Diaz Design
UI/UX Designer
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Nickelodeon: User Experience Projects

I interned for Nickelodeon (Viacom: MTV Networks) under the the title of UX Intern in their Video Games Division based in San Francisco for a brief time. It's major significance is that it introduced me to User Experience Reseach processes and the importance of it during product iteration and development. While interning I worked along and under User Experience Research Director, Paul Venuti. There were a variety of projects that I had my hands; including my part in assisting in the review of the game Monkey Quest’s First Time User Experience and the overall UI, the game Grumpy Wizard UI, Paper Wars as well as the impact of Freemium Games. Also, I partook in practicing research strategies while developing a new perspective on the power of User Experience in gaming.

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MY ROLE: User Experience Intern

Monkey Quest: FTUE

Monkey Quest: FTUE

The first project that I assisted in UX Experience Research was the online desktop game title Monkey Quest. Being a part of the Nickelodeon family, this title's main demographic were children under the age of 10. The major action item for that quarter was to improve first time user experience (FTUE) and make it easier for the demographic to get immersed in the game and not abandon due to difficulty getting started.

Monkey Quest: Demographic & Testing

Monkey Quest: Demographic & Testing

The primary demographic for user testing were boys around the age of 8-9 who played online desktop video games. As so, we had 5 children who had never played Monkey Quest before sit down in front of a computer and play the game. Data and visual queues were then aggregated from user video playback and a full outlined report was created. Based on the user testing and deep analysis of gameplay video the following distinguished results were outlined in a general qualitative report.

Paper Wars: Mobile Game

Paper Wars: Mobile Game

My impact on this Mobile Game was mainly overseeing documentation about the game's Beta Project at the time. Information about the game's initial development was limited due to the mobile application game being in a low level creation and design. Though, based on an Addicting Games Desktop game, the mobile platform took creative points and structure from then famous Angry Birds mobile app game. An overall assessment of the gameplay and design was the following: the game was entertaining, however due to the screen size of a mobile device there were many times when the screen was very crowded. Also, as a user the human finger often hindered view of the screens assets.

Grumpy Wizard: Mobile Game

Grumpy Wizard: Mobile Game

For my involvement in Grumpy Wizard I helped create outline document for user testing. This outline constituted of what they (the user) enjoyed about the two different app icons shown in front of them. This testing was primarily paper prototyping. The other testing phase was actual iOS app play testing. The game was very similar to the popular Tiny Tower game, where the objective is to set tasks in order to build your tower structure.

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UX In Game Design: Concepts and Innovations

UX In Game Design: Concepts and Innovations

Based on my time as an intern for Nickelodeon Games Group I wrote up a small summary of my overall findings of UX Research and UI Product Design.

"...user experience and overall appeal are associated as being literal tools that should become second nature. Thought must become instant and patterns of cognitive breaks should be replaced by an active construction of knowledge."

View More of the Writeup Here