My responsibilities: UX Design and Research Lead
Project timeline: Q3 - Q4 2022, including UXR, design, solution validation, and GA release.
A data-driven creator tool that provides game recommendations based on viewer saturation in the creator's most recently streamed category.
My responsibilities: UX Design and Research Lead
Project timeline: Q3 - Q4 2022, including UXR, design, solution validation, and GA release.
The core need: Help creators grow by showcasing games similar to those which they (and their community) love with high viewer 'saturation.'
“Variety Streamers” - or streamers who stream a multitude of games on Twitch rather than focusing on one or two - make up an overwhelming majority of new and up-and-coming creators on the platform. Creators want to stream content that is not only enjoyable and fulfilling to them, but also engaging to their community and beneficial in building a viewer base. Because of this, choosing what content to stream can often be a difficult and stressful process for newer creators.
This experiment aimed to ease that burden by presenting creators with metrics on their most recently streamed game, and similar games that are performing well - in this case, that is defined as having a high average viewer saturation per channel. We sought to answer three questions:
One of our main constraints for this project was time - we only had a few months to fully prove the POC - so I scoured existing research in this area to glean creator needs when starting and growing their channel, and viewer sentiment around 'community.' We were able to build a solid foundation for this project based on the insights contained in this research, while still maintaining our strict timeline.
Creators on Twitch stream a gamut of content, including many non-gaming categories, but we decided to focus on gaming content specifically for the following reasons:
Another key constraint had to do with the data feeding our system; we were unable to build any new services, nor could we change any existing ones. Since "Viewer saturation" didn't already exist in our microservices, I sought the expertise of our data science team to find an effective proxy. Through these conversations, we arrived on a ratio of number of viewers per live channels by category, or Viewers:Channel.
Following a short design sprint, we conducted a round of problem validation with the initial concepts and asked active creators for their feedback on it. These concepts included items with data visualization, education cards, table views, etc. in order to understand the best way users were able to interpret this information.
Users overwhelmingly gravitated towards Test 3, so we decided to push forward with that concept. Before our design sprint, however, we conducted a series of feasibility studies with our engineering partners to learn what was possible and not within this space. These studies resulted in the following product requirements:
We also received ample feedback from users during user testing which drove a list of design stories for the project, including (but not limited to):
With the above feedback, I had a pretty clear idea of how to finalize the design, and was able to focus on refining the front-end experience through further explorations of how the ratio was displayed:
Below is the final experience - following numerous rounds of feedback and testing - in context of the page it would be present on, called Stream Summary. This page is the summary of a user’s past broadcasts, which they may navigate at the top. Each page shows the user core performance analytics, and the Category Suggestions module was featured prominently in the first module position below the header metrics.
The V1 experiment ran for 1.5 months, targeting a subset of new and up-and-coming creators that accounted for 33% of total creators. We saw statistically significant results on all our primary metrics, including:
Due to its success, the tool was gradually rolled out to 100% of all creators!
The release of this project coincided with my departure from Twitch, but not before my team and I had created a proposal for future developments and improvements that we were unable to scope for the V1. This included the addition of more category metrics, data visualizations for trends over time, and the ability to search and pin categories, or sort by games the creator owns.