KeyChat.
KeyChat.

OVERVIEW
Background
KeyChat is a digital assistive tool that integrates with any game that features voice chat. It utilizes text-to-speech technology as a microphone input, which provides an effective alternative to voice chatting without the need to speak.
The Problem
While many players enjoy the social aspect of multiplayer video games, others struggle to break through social barriers that impact their ability to communicate with other players. Current methods of communication in these games lack the ability to optimize connectivity for players who struggle to use voice chats.
Design Goal
To enhance the gaming experience by improving existing forms of communication for players who struggle to use voice chat in order to encourage social interactions and increase connectivity.
My Roles
UX/UI & Product Design
Tools
Adobe XD, After Effects
Html, CSS, JS
Duration
4.5 months
DESIGN RESEARCH
I began my design process by structuring a research plan that would result in developing my design approach for later ideation. This consisted of primary and secondary research methodologies.
Using my preliminary understanding of this problem space, I formulated the following research questioExit to page back-endns to guide my discovery process:
- What tools and resources currently exist to facilitate player-to-player interaction in multiplayer video games, and how effective are they in promoting social connectivity?
- What is the psychological impact of negative social encounters in online gaming on people’s subsequent interactions with each other? Can these effects be reversed, and if so, what measures can be taken to undo them?
Research Plan
1. FIND current trends in the gaming space in order to design an effective solution that is both relevant and appeals to audiences.
2. ANALYZE products and tools that already exist that combat this problem space. This consisted mainly of apps, websites, and extensions.
3. REVIEW online articles and discussion forum posts to understand existing pain points players face with communications in various video games to generate data.
Analyzing Existing Communication Tools
In addition to my research, I evaluated alternative forms of communication to voice chatting and assessed the effectiveness of each feature in enhancing connectivity.

Focus Group Interviews
Focus group interviews were used to support the relevance of my project objectives, and broaden my understanding of potential user pain points.
Why this method? Group discussions support the projects theme of connectivity. Therefore, encouraging conversation allowed me to gather valuable insights on the overlapping behaviours and experiences of the participants.

Key Findings
As a result of my focus group interviews, I collected insights of unique experiences within my problem space, along with overlapping paint points. Here are two key findings that contributed to answering my research questions:
1. Using voice chat encourages others players to join in conversation, which increases the likelihood of making friends in a game.
2. Past experiences (whether it be through video game or real life scenarios) have a strong
impact on individuals social confidence.
Tying it all together…
My research concluded that self-confidence and player comfortability has a great influence on the users ability to optimize their multiplayer gaming experience, which is why creating a solution that improves this would contribute to the designs success. In addition, I took note of how an in-game app integration could hold value and necessity.

Defining the users
Using data from my primary and secondary research, I began defining my target users by answering one of my initial research questions: “What social constraints exist in the gaming space, and which players are most impacted by them?”

User Personas
I created three persona profiles modelled after my target users 5 whys exploration. Each persona represents a different target user of mine with differentiating external factors, behaviours, needs, and concerns.

HIGHSCHOOLER
Mitch Fraser
Mitch is a highschooler and is also in his early stages of transitioning. He has continued to play video games while but since transitioning, he has avoided using voice chat because he is unhappy with being misgendered. Mitch is also afraid of experiencing transphobia in his games.

COLLEGE STUDENT
Alicia Moore
Alicia has been playing video games for a few months. Most of her friends do not play themselves, so she often plays alone. She wants to make friends in her matches but finds difficulty doing so. She is also afraid to use voice chat due to past experiences dealing with sexism in her games.
At first glance, these users concerns seem to be drastically different, but the emotional impact and anxiety that results from these existing pain points, overlap with the feeling of low confidence towards using voice chats. In order to further appeal to these users, the design solution must create a sense of reliability and emotional protection, while appearing to have the potential to provide a better gaming experience to improve their current situation.
How might we enhance the gaming experience by improving existing
forms of communication for players who struggle to use voice chat in order to encourage social interactions and increase connectivity.
DESIGN CONCEPT
During the ideation stage, I came up with a solution to create a digital assistive tool capable of in-game integration, that enhances player-to-player communication for any multiplayer game. The tool utilizes text-to-speech as a microphone input, which gives players who do not speak in games, an effective alternative to using voice chat.
Interface Considerations
This moodboard is compiled with examples of overlays from various games to inspire my tool’s aesthetic. I referred to the consistency in a simplistic and unobtrusive approach to later prototype my design.

Wireframes

First Iteration Mockup

Paper Prototyping + Testing
Paper prototyping was utilized to introduce the design solution to video game players for testing. The primary objective here was to assess a user’s preferences and determine the optimal placement, scaling, and language choices for the interface.
A paper keyboard and mouse were added to recreate the experience of playing a PC game. Additionally, I used color-coded tabs to indicate the users most frequently pressed keys, and additional keys they are comfortable using while gaming.

Based on my test, I have formulated a usability evaluation report that includes additional insights, participant feedback, and test observation results…

THE SOLUTION
Final Design Mockups


Design Features



Branding & Logo update
The app’s name was changed to KeyChat, as it is a play on words combining “text chat” and “voice chat”. The slogan was also updated to “No mic? No problem!” as it is more memorable and provides a clearer understanding of the product.
Previous Designs

Final Designs

Takeaway
During the development of this project, I read “The Gamers Brain” by Celia Hodent, which helped me to better understand UX in gaming and recognize the significant value of understanding psychology for user-centered design. I am eager to continue expanding my knowledge in this area so that I can apply it to future projects.
While focusing in on the theme of social constraints in gaming, I developed a gratitude and respect for those that I gathered insights from. Through this project, I became aware of the limitations of accessibility and inclusivity that exist in many areas of gaming. I believe that accessibility should always be an integral part of the decision-making process for designs. I hope that one day I can continue to work on reducing these barriers and limitations for users through design.
Overall, I am please outcome of this passion project and am grateful for the opportunity to have worked on this vigorously.