I redesigned EA Access’s Xbox storefront. The subscriber base doubled in two quarters.

I redesigned EA Access’s Xbox storefront. The subscriber base doubled in two quarters.

Games ran 15–40 GB, so players wanted to judge their interest before an hours-long download. I redesigned the Xbox storefront around screenshots and video.

Games ran 15–40 GB, so players wanted to judge their interest before an hours-long download. I redesigned the Xbox storefront around screenshots and video.

EA Access storefront page for Battlefield Hardline

Company

Electronic Arts

Electronic Arts

Team

Visual Designer × 1

Creative Director × 1

User Researcher × 1

Product Managers × 2

Engineer × 1

My Role

Senior User Experience Designer

Senior User Experience Designer

Responsibilities

Interaction Design, Stakeholder Alignment, Prototyping

Interaction Design, Stakeholder Alignment, Prototyping

Tools

Sketch, Principle, Sketchbooks, and Whiteboards

Sketch, Principle, Sketchbooks, and Whiteboards

Platforms

Xbox One

Xbox One

Year

2015

2015

Situation

EA Access subscribers wanted more information about games before committing to downloads of 15–40 GB. The existing Xbox app was stark, and Microsoft’s API didn’t expose marketplace data or friend activity.

Task

Create an immersive storefront that helped players decide what to play, using only what we could access: EA’s marketing library of images and video.

Result

  • Subscriber base doubled in two quarters

  • Game downloads more than doubled

  • About 5 screenshots viewed per game page

Research

  • Started from player research: subscribers wanted to gauge interest before an hours-long download.

  • Mapped what we could actually use with my PM: a large library of marketing images and video, but no marketplace data or friend activity from Microsoft.

Previous version of the EA Access storefront

The previous storefront: stark, with minimal information to help players decide.

Design

  • Made it immersive: fullscreen screenshots, video, and animated transitions instead of a stark list.

  • Invented a way to prototype for a controller, overlaying an Xbox d-pad in Principle to test navigation and animation.

  • Won the parallax debate with a prototype. Seeing it side by side, engineering chose to build the original vision.

Redesigned storefront hero with fullscreen art
Storefront media gallery
Storefront game details

The redesigned storefront: fullscreen screenshots, video, and animated transitions.

Learnings

A prototype can win an argument a spec can’t. Showing the engineer the same screen with and without parallax made the case for the extra effort better than any description.

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