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Epic Games

EPIC GAMES

Profile privacy that puts younger players and their parents in control.

ROLE
UX researcher and strategist 
SKILLS
Interaction Design, Interactive Prototyping, Usability Testing, Research Analysis, Client Presentation

Profile privacy that puts younger players and their parents in control.

ROLE
UX researcher and strategist 
SKILLS
Interaction Design, Interactive Prototyping, Usability Testing, Research Analysis, Client Presentation

Profiles allow players to view their own and other players’ stats, achievements, and friends list. Epic’s player base includes children – so we created a tool for younger players and their parents to collaboratively set profile visibility settings that feel right on both sides.

SOLUTION

A system that guides parents to multi-select select profile privacy settings they are comfortable with their child having access to, then allows the child selects their profile privacy setting from the options their parents authorized.

PARENTS ACCESS PARENTAL CONTROLS

Parents verify their identity via their Parental Control PIN.

PARENTS ACCESS PARENTAL CONTROLS

Parents verify their identity via their Parental Control PIN.

PARENTS ARE INTRODUCED TO PROFILES

Parents get context around the controls they’re about to access. They are introduced to player profiles, the information they contain, and get the option to view a sample player profile.

PARENTS ARE INTRODUCED TO PROFILES

To set context for the controls they’re about to access, parents are introduced to player profiles, the information they contain, and get to view a sample player profile.

PARENTS SELECT AUTHORIZED OPTIONS

Parents review the different privacy options, and multi-select the options they feel comfortable with their child choosing from. The UI highlights the child’s current setting, as well as whether or not they’ve requested a different setting.

PARENTS SELECT AUTHORIZED OPTIONS

Parents are able to view the different privacy options, and can select the options they feel comfortable with their child choosing from. The UI highlights the child’s current setting, as well as whether or not they’ve requested a different setting.

PARENTS CONFIRM CHANGES

Parents review and confirm the changes made. They are reminded that the change in parental controls doesn’t directly change the child’s active setting.

PARENTS CONFIRM CHANGES

Parents review and confirm the changes made. They are reminded that the change in parental controls doesn’t directly change the child’s active setting.

PLAYER SELECTS PROFILE PRIVACY SETTING

Within the options authorized by their parent, the player selects the profile privacy of their choice.

PLAYER SELECTS PROFILE PRIVACY SETTING

Within the options authorized by their parent, the player selects the profile privacy of their choice.

USER RESEARCH

I designed and carried out 4 iterative usability tests with parents of gamers to identify the flows that helped them set permissions most effectively and intuitively. After each test, I documented insights in the form of reports, created action items checklists to guide design and copy updates, and packaged key learnings and recommendations into slide decks for our weekly client shares.

USER RESEARCH

I designed and carried out 4 iterative usability tests with parents of gamers to identify the flows that helped them set permissions most effectively and intuitively. After each test, I documented insights in the form of reports, created action items checklists to guide design and copy updates, and packaged key learnings and recommendations into slide decks for our weekly client shares.

KEY PAIN-POINTS

01

When it came to their child’s privacy, feeling informed and in control was paramount to parents. However, parents were confused as to what they could selects vs. what the child would select.

02

Parents didn’t really read the text on screen – and when they did, they didn’t necessarily register the information. Information displayed graphically captured their attention better, and was much more easily understood.

KEY PAIN-POINTS

01

When it came to their child’s privacy, feeling informed and in control was paramount to parents. However, parents were confused as to what they could selects vs. what the child would select.

02

Parents didn’t really read the text on screen – and when they did, they didn’t necessarily register the information. Information displayed graphically captured their attention better, and was much more easily understood.

CONCEPT GENERATION & REFINEMENT

As we kicked off the project, I collaborated with my senior teammate to define the experience and interaction of our initial parental controls flow. I generated an interactive prototype, tested it with parents of players, and hared key insights and action items with my team. I worked closely with the design team to update the flow with our learnings. We found that parents valued the opportunity to set “bounds” for their child’s privacy while empowering them to chose a setting they are comfortable with – but the trade-off was a more complex experience than our parents were used to. Through each iteration, we got closer and closer to a seamless experience – and after our fourth user test, we had a flow that parents understood and navigated effortlessly.

CONCEPT GENERATION & REFINEMENT

As we kicked off the project, I collaborated with my senior teammate to define the experience and interaction of our initial parental controls flow. I generated an interactive prototype, tested it with parents of players, and hared key insights and action items with my team. I worked closely with the design team to update the flow with our learnings. We found that parents valued the opportunity to set “bounds” for their child’s privacy while empowering them to chose a setting they are comfortable with – but the trade-off was a more complex experience than our parents were used to. Through each iteration, we got closer and closer to a seamless experience – and after our fourth user test, we had a flow that parents understood and navigated effortlessly.

DOCUMENTATION & PRESENTATION

Through this project, I’ve owned documentation for our Design and Development teams. We knew that Figma files helped Design reuse artifacts seamlessly, whereas a more in-depth, written format supported our devs best. Across both, I outlined the flow triggered by each use case, the different components used, their states, and how they interacted with each other, as well as any additional considerations to keep in mind through Design and Development. I also worked closely with my senior teammate to shape our work into a client-ready narrative on a weekly basis, and owned the presentation of each iteration both internally and to the client. As I worked through different document types, I was able to templetize them for later reuse – from research guides to client share decks.

DOCUMENTATION & PRESENTATION

Through this project, I’ve owned documentation for our Design and Development teams. We knew that Figma files helped Design reuse artifacts seamlessly, whereas a more in-depth, written format supported our devs best. Across both, I outlined the flow triggered by each use case, the different components used, their states, and how they interacted with each other, as well as any additional considerations to keep in mind through Design and Development. I also worked closely with my senior teammate to shape our work into a client-ready narrative on a weekly basis, and owned the presentation of each iteration both internally and to the client. As I worked through different document types, I was able to templetize them for later reuse – from research guides to client share decks.