Summary
Overall the experience was highly effective and rewarding as a first time user with only some frustrations such as the application closing and accessibility. My main findings were on the effective cohesiveness of Brawl Stars and how I, as a user, remained engaged throughout and desired to progress.
Prioritization Structure
- Important - Issues that could disrupt the users flow or overall experience.
- Minor - Non-vital components that could effect user retention, purchasing or social likelihood.
- Of Note - Visual elements that could be adapted or adjusted.
- Good - Effective elements found as a first time user.
Analysis Method and Approach
This is an individual analysis with no player data so I will omit talking about qualitative findings such as fun factor and difficulty and instead focus on player perception, cognition and behavior.
Hardware used: iPad Pro 12.9 inch, 5th Generation and Huawei P30 pro.
Evaluation
Important
- Close bar on the bottom of the application for button-less smartphones makes the game often accidentally close.


- No menu instantly accessible - the tutorial must be played before and menu can be accessed to change accessibility needs or language.
- Gem Balance inconsistency - How many gems user currently has is not always available to view when potentially purchasing.


Minor
- No Club introduction or on-boarding, colour variation on buttons could encourage Club creation/user curiosity.

- Navigation: point finger is clear and avoids pop up use but no option to revisit or revise hints and explanations - could pause progress if user has prolonged break from play.



- Trophy road access button bigger, as a place to frequently check progress the button is initially hard to locate.