Phase 2: User Research & Audience Definition
Phase 2: User Research & Audience Definition
Designing for 4 Core Gamedev Roles
Designing for 4 Core Gamedev Roles
Designing for 4 Core Gamedev Roles
Designing for 4 Core Gamedev Roles
Context: With no existing analytics, I needed to build a data-driven portrait of the community. I launched a mixed-method survey (Qual + Quant) to uncover the real motivations and blockers of Ukrainian game developers.
Context: With no existing analytics, I needed to build a data-driven portrait of the community. I launched a mixed-method survey (Qual + Quant) to uncover the real motivations and blockers of Ukrainian game developers.
Who is our audience and what they want
Who is our audience and what they want
Research Methodology
Research Methodology
To capture both patterns and nuances, I focused on:
Quant + Qual Survey:
Quant + Qual Survey:
Using Google Forms to gather data at scale while allowing for deep, open-ended responses.
Using Google Forms to gather data at scale while allowing for deep, open-ended responses.
Strategic Segmentation:
Strategic Segmentation:
Sorting users by experience level and roles (from beginners to publishers).
Sorting users by experience level and roles (from beginners to publishers).
Focus on "Pain Points":
Focus on "Pain Points":
Deep-diving into the frustrations of users with active, unfinished projects to understand why they lose momentum.
Deep-diving into the frustrations of users with active, unfinished projects to understand why they lose momentum.

Who are we building for?
Who are we building for?

The Beginner Coder:
Wants to learn by doing and build a first project

The Artist Enthusiast:
Focused on visual impact and finding a team where their art matters.

The Indie Developer:
Driven by team building, releasing, and potential monetization.

The Publisher:
Looking for local talent and promising, high-quality projects.
Defining the Core Community Journey
Defining the Core Community Journey
I mapped the thoughts, emotions, and pain points of our users to identify where the experience breaks down.
I mapped the thoughts, emotions, and pain points of our users to identify where the experience breaks down.
Users feel disconnected and lose motivation when their progress isn't visible or recognized.
Users feel disconnected and lose motivation when their progress isn't visible or recognized.
Information Overload: The struggle to find relevant Jams or partners within a chaotic chat environment.
Information Overload: The struggle to find relevant Jams or partners within a chaotic chat environment.
Max
Andriy
Iryna

Key insight:
Key insight:
While goals differ, every persona shared a fundamental hunger for visibility. They don't just want to "chat"; they want a sense of progress and belonging.
While goals differ, every persona shared a fundamental hunger for visibility. They don't just want to "chat"; they want a sense of progress and belonging.
Why This Phase Mattered
Why This Phase Mattered
This phase helped me align the project around a shared understanding:
This phase helped me align the project around a shared understanding:
For the Artist
For the Artist
We prioritized high-fidelity visual storytelling. I introduced an auto-fetch feature for covers (ArtStation/Behance), ensuring their work looks professional with zero extra effort.
We prioritized high-fidelity visual storytelling. I introduced an auto-fetch feature for covers (ArtStation/Behance), ensuring their work looks professional with zero extra effort.
For Everyone:
For Everyone:
The UI hierarchy was shifted to put "Project Visibility" and "Event Discovery" at the very top, directly solving the "Discord Gap".
The UI hierarchy was shifted to put "Project Visibility" and "Event Discovery" at the very top, directly solving the "Discord Gap".