Playo - Case Study
Playo - Case Study
Case study
Page 1
Overview (1of 2)
3,381 -3.51%
Downloads in Feb 2021 Download growth
About Playo
2,14,544 -2.12%
Visits in Feb 2021 Visit growth
Playo is a mobile application that allows
gamers and sports enthusiasts to discover
and connect with playmates coaches and
trainers 68.52 %
Bounce rate
User segmentation
6% UAE
83% India 11% Others
Page 2
Overview (2 of 2)
Intrinsic factors, extrinsic factors, social fun, Years later, the same technology is working its magic to
feeling of re, challenge & skill are few of the bring us back to playing again.
mostly quoted motivation enablers
With Playo, I nd myself getting back on ground more
often now”
Page 3
About users (1of 2)
Ecosystem
Venue admin
Workpals
Venue administrator is the manager at venue, who helps in
the allocation of sports rooms and gadgets, helps with
queries, and can link up with coaches and trainers
Page 4
About users (2 of 2)
User profile
“I like to play badminton, I like playing against skilled
players and feel challenged”
Expectations
Bachelors in
engineering Find a venue that hosts sports and is closeby
Education
Find a group of sportsmen who share same interests
in the game
Bangalore, India Find the gear, quickly book the venue or plan over a
Anand R Location
weekend
Page 5
About existing system (1of 3)
System flow
START
After onboarding Find a venue Select game Add to cart
click on Book Yes
Add more
venues?
No
DONE
Make Review
Receive booking payment cart
con rmation mail
Invite friends
to join the game
Page 6
About existing system (2 of 3)
User flows
Active “Book” menu Select venue Venue details page Select booking type
Page 7
About existing system (3 of 3)
DONE
The venue is
booked
Page 8
Usability evaluation & insights (1 of 12)
Usability principles
In order to study and assess the overall usability of Make user feel free and in control
this application beyond my personal perception, I Anticipate user expectations and
went ahead to evaluate this system using these behaviour and match with conceptual
principles model.
Page 9
Executive summary (1 of 2)
An unstoppable tour makes user Auto play carousels create Icons that do not have interaction
feel out of command unnecessary eye xations associated with appear
interactive
Unusable and long horizontal
scrolls reduce user performance Various facilities that are not
dramatically clickable are displayed in the
Primary command buttons are form of buttons using more than
placed in stretch zone making it Bad imagery drives away user 5 colours that increases cognitive
di cult for interacting thumb to actions load
reach
Sort order of venues listed is When user taps on a command
inde nite. button drawer of options pop up.
This is an uncalled behaviour not
Unusable and ine cient search matching with expectations
and lter controls
Price and other labels that are not Review cart is a long page with After successful payment user is
interactive are emphasised using lot of content. Such pages put directly moved to a “Karma
an underline and a di erent users o load, o track and keep earned” page before displaying
colour them away from bolting or con rmation message.
converting
Cart is not visible on the page.
After selecting the sports rooms During the course of booking, if
are hidden away any of the sports rooms turns With so many options available,
unavailable it is di cult to update no help is provided to decide on
the cart by diagnosing the error the mode of payment
Start: Onboarding
Page 11
Usability evaluation & insights (2 of 10)
2
2 The primary task elements such as “host game, book venues, show
activity calendar…” are available over an unusable and long horizontal
scroll. 7 such elements are presented using multiple colours. Due to
pop-out e ect, when more than 5 colours are used in the same display
user performance is observed to be dramatically reduced
Consider displaying primary tasks upfront. Negate “paradox of choice”
by exhaustive prioritisation of options. Do not use more than 5 colours
in a single screen
3
3 Bad imagery: Users tend to look in the same direction as people in the
image. Here the back of the coach is visible who is looking away from
the command action “Learn”
People in image should be facing towards action driven commands
Although it is evident that if you want to play, you will have to book the
court. 2 di erent actions “Play” and “Book” is made available to user
redundantly.
Page 12
Usability evaluation & insights (3 of 10)
1 The sort order of venues is inde nite. Not ordered by favourites, near by
or best rated just random horizontal venue listing.
A minimised search icon is a good option for rst time users as they
might not be aware of venue names to search. For a repeating user an
open search and a list of already visited and favourite venue list will help
nd a venue
1 Distance of the venue from the current location is an important missing
data point
2 Safe and hygiene section seems to have randomly been put out here
generalising that all the venues are safe. This is a trust lowering factor.
2
The line graphics used at the border of this card makes it appear pseudo
clickable.
Do not use disturbing graphical elements other than the one that builds
emphasis. Enhance the a ordance of “know more” by enlarging the
click area to the entire card
3
3 Upon clicking on “see all venues”, the display changes dramatically.
Listing shifts away from horizontal scrolling to vertical card
arrangement with a di erent look and feel.
4 Maintain consistency in display, interaction and behaviour. Consistency
converges conceptual model with users mental model
4 The “Events and academies” section are barely visible after a full vertical
scroll and are hidden behind the nav bar.
Include an extended whitespace at the end of the page to get away
from this hideaway
Page 13
Usability evaluation & insights (4 of 10)
1 1 When user taps on the already open blank search bar, the rest of the
page goes blank. And the “search venue” place holder inconsistently
changes to “SEARCH” text label.
- This is a good place to use multifaceted search with location and
game type parameters.
2 - The readability of all caps is low, limit its usage to prominent use
case only
Page 14
Usability evaluation & insights (5 of 10)
Select game
1 Safe and hygiene section seems to have generally been put out here
stating that all the listed venues are safe. This is a trust lowering factor.
Also, the line graphics used at the border of this card makes it appear
pseudo clickable.
Do not use disturbing graphical elements other than the one that builds
emphasis.
Icons that have interaction associated with them appear similar otherwise.
Users will not be able to identify hidden behaviour without tapping.
De ne the guides for iconography speci c to their behaviour and use
them consistently throughout the platform
Page 15
Usability evaluation & insights (6 of 10)
Select game
Listing sports rooms di ers depending on the game user selects. i.e. if
badminton is selected available sports rooms are displayed in the
1 same page and if football is selected available courts are displayed in a
modal window.
Maintain consistent behaviour. Use deferred create control to display
available rooms for di erent games
1 Limited help and poor content: It is not evident what “Football 5 a side
pitch means. No help is provided to nd its referential sense either.
And in few other places, sentences do not adhere to one case and
voice.
Assist with help and documentation. Here, use tappable tooltip
controls to provide help
Page 16
Usability evaluation & insights (7 of 10)
As user can’t add multiple playrooms from di erent games before a cart is
refreshed, the use of “Add to cart” is unnecessary here. Even without it, a user
can select list of courts for a single sports type and click on next to navigate to
the review page
1 1 Cart is not visible in this page. The page doesn’t display the number of playrooms
already added to the cart. After selecting sports rooms if user clicks on “add to
cart” the selections vanish. Leaving user confused if the selected playrooms are
kept away for billing or are no longer available for booking
Use list builder or standard selection label that displays selection and the total
2 bill persistently
2 The price is underlined here, making it appear as if it can be clicked upon for
seeing details. The underline is used here for building emphasis and is resulting
in bad a ordance
Build a de nite content graphic language, and use underline not for creating
emphasis but only to represent clickable nature
Page 17
Usability evaluation & insights (8 of 10)
Review cart
Issues and recommendations
This is a seemingly bulky page. Here user reviews the booking (a.k.a
cart here) before making the payment. Long pages come out to be o
loading and users could lose track of important information soon and
could remain unbolted or unconverted.
This page should persuade user to book quickly without being
1 disturbed with unnecessary or secondary information
1 Although all the playrooms are of same cost and have exactly same
amenities they are listed one under another. It increases the page
length unnecessarily
If the playrooms are identical, try including quantity as a eld and
display playroom numbers selected
2 2 Policy details such as reschedule, cancel, club are listed here as open
elements. These not only increase the page length unnecessarily but
Scroll
also slow down user before making payment.
Page 18
Usability evaluation & insights (9 of 10)
Make payment
It doesn’t explain what karma points are and how can user reap
bene ts by collecting it. This is a underacheived attempt to
utilise gaming fun. Explain the need and importance of it, build
adequate competition and lead into immersion.
After
Payment
Closing
window
Page 19
Usability evaluation & insights (10 of 10)
Page 20
Optimised user journey
In uence by existing
leaderboard status or
o ers and invites. Use No
time gap and fun
missing motivations
Yes
Find o ers
Get invites and and pay
manage approval
Page 21
Next steps
Coneptualise
Validate
recommendations
Towards more
Test usability &
Develop & test customer driven
iterate
solution
Page 22