CASE STUDY:

Leading Consumer Design

As a Creative Director for the Xbox flagship franchise Halo I used customer insights to design and deliver a transmedia experience that had industry-wide impact
Microsoft logo
CHALLENGE

Halo is the multi-billion dollar flagship franchise for Microsoft's Xbox, but at 10 years old it was struggling to remain relevant and grow its customer base as new franchises emerged and innovated.

Millions of Halo fans spend billions of hours engaging with the franchise every year and the games are only one element of the Halo ecosystem; the team needed to understand what was motivating our users so we could design for their needs.

IMPACT
  • Used data-driven insights to pivot the business away from a product customers didn't want and delivered an entertainment platform that opened multiple new profitable lines of business
  • Rallied a team of 40+ around a creative vision and North Star that had industry-wide impact
  • Partnered with engineering to clear complex technical hurdles while maintaining focus on customer experience
  • Connected user journeys across platforms and devices, delivering Microsoft's first successful transmedia franchise
Getting Started: Arrival

After 10 years as the leader for AAA first person experiences on gaming consoles Halo was starting to show its age - although the fan base remained loyal, growth was fairly flat and emerging cross-platform franchises like Call of Duty were competing for the same audience and proving more willing to take risks to innovate.

In the years following the release of the first iPhone, some AAA video game franchises began experimenting with releasing mobile versions of their games. Hardware was fairly limited at the time with tiny screens (by today's standards) and processors that couldn't handle the kind of load AAA 3D games required, but that didn't stop studios from testing the water and the Call of Duty team had begun releasing games on mobile.

The Halo franchise leadership team felt a strong reflexive desire to maintain feature parity with Call of Duty, and I was tapped to be the Creative and UX Director for Halo Mobile.

Before I agreed to take the role, I asked the leadership team at Microsoft if they'd allow me to do some investigation to make sure we took the right approach; as it turned-out, that investigation fundamentally changed the direction away from a Halo mobile game.

I started by embarking on a journey to learn more about the relationship fans had with Halo when they weren't playing the games: we knew Halo was a major force in the lives of millions of people, but we didn't know how that force manifested outside of games and the game-focused activities at conventions.

We had a decade of research available that was previously only used to inform game design decisions, but when we started exploring we discovered a range of recurring and surprising themes that went beyond game design considerations and indicated that for many people Halo existed as a rich, multi-dimensional experience.

EMERGING COMPETITIVE PRESSURE
Halo video game box art
Halo was the undisputed leader in first person experiences on game consoles for years, but after a decade at the top other franchises were starting to innovate faster and capturing the attention of Halo's fans
Call of Duty and Halo logos
Call of Duty was Halo's biggest direct competitor for a number of years and had shown a fairly large appetite for innovation risk
Promo image for Call of Duty mobile game
Microsoft's leadership often had a reflexive response to follow whatever the Call of Duty team was doing; when they started releasing mobile games studio leadership immediately wanted to start working on Halo for mobile
Learning About Users

When the team started analyzing the years of user data, we were blown away by how much Halo content fans consumed throughout the day outside game experiences: from time spent chatting during lunch breaks on forums about storylines and the growing library of books in the Halo universe to fan-created videos to scheduling multiplayer events on bus commutes and Halo-themed vacations, the franchise had become a lifestyle.

Some of the insights we learned:

  1.  Over 50% of fans consumed Halo content in the form of gameplay videos, fan art, fan fiction, and online forums, with a growing number of people accessing from mobile devices
  2. User-generated Halo video content was viewed multiple times a week by almost every kind of Halo fan
  3. Fans felt like they were part of the Halo universe and were eager to deepen that connection
  4. Even fans who didn't play the games kept track of what was happening in the multiplayer community

I synthesized these insights into a set of experience pillars to guide the team through exploration and ideation exercises. At this point we didn't know what direction we might be heading in, but it was starting to seem like there might be better near-term opportunities to reinvigorate the franchise other than releasing a mobile game.

As we reviewed existing user research and continued talking with customers it became clear that there was no interest in a mobile Halo game at that time; we shared some early concepts with people and saw the lowest interest we'd ever experienced for a Halo game - less than 10% said they'd be somewhat or very interested. Halo was a big screen visual feast specifically tuned for a console controller, and both current customers and Halo fans that didn't play the games were clear that Halo on mobile wasn't interesting.

UNDERSTANDING WHY FANS LOVE HALO (SPOILER: IT'S NOT JUST ABOUT THE GAMES)
Halo-themed user generated content was taking off on YouTube and other platforms, with videos often getting more than a million views, many from mobile devices. Many of these content creators were eager to partner with the development team.
Image showing North Star pillars for Halo Waypoint
I synthesized insights into three experience pillars describing what users loved and most desired about Halo from hundreds of user interviews and research studies: Explore, Share, and Anchor.
Data Reveals Opportunity

We also realized at this time that the overwhelming majority of current interactive Halo experiences taking place outside the games were targeting hardcore multiplayer users although this group comprised only about 15% of Halo's customers. When we shared the numbers the team was surprised to learn that such a significant amount of our product development resources were targeting just 15% of our customers.

Our discovery team was feeling confident that there was an opportunity to deliver a cross-platform interactive experience that wasn't a game per se but that could be situated within the Halo universe and capture the imagination and interest of a wide range of current and potential customers; first, however, I needed to reorient our leaders away from a laser-focus on mobile.

During this time I was socializing the Explore, Share, and Anchor Experience pillars across the leadership team and raising awareness for three key insights we'd pulled from the data:

  1. Halo-themed user generated content was exploding, and content creators like Rooster Teeth were producing weekly Halo-themed YouTube shorts and getting millions of views from players and non-players alike, with increasingly high views coming from mobile devices
  2.  Halo fans of all types loved feeling like they were a part of the Halo universe and had been consistently asking us to create a persistent identify that crossed individual games and experiences
  3. Halo is social by design and users wanted to be able to connect with friends and communities across platforms and share the content they loved

I was given 60 days to come back with a conceptual prototype that would capture the imagination of Halo fans and also be available on mobile.

We were feeling confident that our hypotheses about what people wanted from cross-platform experience were far enough along that we could define our vision and start getting low fidelity prototypes in front of users.

85% OF CUSTOMERS DIDN'T UNDERSTAND OR USE CORE FEATURES
Screenshot showing a densely complex screen displaying personalized multiplayer stats for a Halo player
(click image to enlarge) This image shows highly detailed personalized statistics that followed players engaging in multiplayer games over time but didn't include single player gameplay, so less than 15% of Halo's customers used this feature. The other 85%+ had been asking for personalization features for years, and we had data showing that adding these features could positively and significantly impact recurring revenue.
Defining the North Star
"We're building the gateway to the Halo universe and the persistent center of the Halo experience on every screen, for every fan.”
We hypothesized that if we 1) created a personalized destination for players that tracked their achievements in all of the games and 2) allowed them to experience and share Halo content with each other that it would differentiate Halo from competitors, serve a high-priority need for a majority of customers, and increase game sales
Parallel Explorations

We identified two priority focus areas: a persistent, shareable personal identity situated within the Halo fiction that grew with users over time as they interacted with Halo content, and an experience that allowed users to view and share user generated content as the two most important problems to solve.

As mentioned earlier, the product team was already delivering a Halo "career" that tracked a wide range of personalized stats for multiplayer games with progressively increasing ranks recognizing accomplishments over time. Unfortunately the existing features were relevant for only about 15% of users, but we believed there was an opportunity to make the Halo career into something much more widely accessible and relevant to a majority of users.

We'd also been hearing from content creators in the community that they'd love to collaborate on video projects, for example giving us exclusive early access to content in return for promotion across Halo channels.

Armed with this information, we began exploring a new kind of Halo career that would be foregrounded and accessible to every type of user and a hub for viewing and sharing user generated content, all contained in a single experience we named HALO WAYPOINT.

Waypoint wouldn't exist outside of the fiction, but rather users would assume the role of a recruit in the Halo army with the interactive experience taking place on a space ship in the Halo universe.
Typography explorations for the Halo Waypoint logo
Typography is a critical part of the Halo creative experience and we needed to create a custom font for Waypoint that felt like a natural part of the universe. We wanted the logo to convey the vastness of space while also anchoring users to a fixed location, so chose a variation of #5 on this list
A concept painting for the background of Halo Waypoint, depicted as a digital screen inside a starship
We tested a range of fictional integrations with users and landed on the observation deck of a starship; this image shows a virtual display screen on the bridge of a starship navigating strange alien space and became the main interface for the experience.
HOW MIGHT WE...

How might we: create a player identity that persisted across game titles and was interesting and easy to understand for most users?

How might we: create an experience where users could connect with each other and access non-game content across mobile, desktop, and console?

A screenshot of the low-fidelity Halo career early wireframe layout
(click image for more information) I took the lead to design the new Halo career system and UI; this screen image is from an early low-fidelity clickthrough we tested with users and iterated almost daily. The system emphasized simplicity, variety, and usability.
A snapshot of weekly changes to the Halo career product requirement documentA snapshot of weekly changes to the Halo career product requirement documentA snapshot of weekly changes to the Halo career product requirement documentlow-fi mockup of the Halo career system
(click image for more information) This screen from a low-fidelity clickable prototype focuses on a universal leveling system incremented by a wide range of activities crossing games and experiences. Players could choose from a wide range of activities, challenges, and tasks to gain access to higher career ranks and awards; the interface always provided clear paths for progression
A screen flow diagram for Halo Waypoint
(click image to enlarge) The Waypoint application user flows were a cross between a typical web application and an interactive game; Waypoint was the first experience of its kind for for Xbox and game consoles. We kept cross-linking between sections to a minimum due to user confusion at navigating web-like content with a game controller.
Concept/Sizzle Video
With the art direction and experience design validated with users we were ready to pull everything together into a sizzle reel to rally the studio around a tangible experience target that included both the updated career and user generated content sharing. NOTE: no usability or accessibility work had been completed at this stage so there was no expectation for heuristic rigor.
Trailblazing Mobile

We took a "mobile first" approach to designing across platforms; although mobile devices were just starting to become a first class content platform and responsive design was still largely experimental, the team quickly realized two things:

  1. life would be easier for us if we didn't need to totally reinvent layouts between platforms
  2. designing for mobile-first required us to get very serious about not throwing the kitchen sink at large screen UIs just because we had the space

We'd already clearly seen in testing that the cognitive load users were comfortable with while navigating consoles was not the same as the load they were comfortable with while on a PC; our theory was that our brains weren't used to information-dense experiences on big screen TVs while navigating with controllers instead of mice and keyboards.

I created a modular content system called "3 on a screen", referring to the maximum number of content blocks we'd show users at any given time. This kept things clean and simple for phone and console users and allowed for the creation of content modules that could easily be reconfigured for 16x9 and vertical layouts.

Ironically, the Waypoint mobile release was intentionally delayed 7 months beyond the console version launch; Microsoft's then-CEO Steve Ballmer felt strongly that it needed to be a marquis exclusive launch title for Windows Phone 7, which had slipped its schedule into the following year.
"3 ON A SCREEN": MOBILE PROTOTYPING
Interaction mockups for Halo Waypoint on mobile devices
We didn't yet have the tooling support to easily convert layouts between different screen resolutions and configurations, so we needed to make sure that we were thinking about content modules smartly and could easily reconfigure layouts between console, PC, and mobile screens. I created a system called "3 on a screen" to both make layout changes easier and to prevent console and mobile users from being overwhelmed.
Interaction mockups for Halo Waypoint on mobile devices
Waypoint development was taking place in the early days of mobile touch screen interaction and it was an exciting green field of possibility. I took the lead to design our interactive systems; we tested these with users on Windows Phone 7 prototype hardware
Delivering the MVP: Public Beta Launch
The Waypoint beta was a true MVP: technical limitations of the existing Xbox console dashboard constrained the level of visual and interactive fidelity we hoped to deliver, but we were surpised that the release received global media coverage and debuted to highly enthusiastic reviews. This video from IGN gaming press is my feature walkthrough for Beta launch. The global success of this MVP clearly demonstrated that we addressed high-priority use cases for our customers
V1 Launch: Xbox Adds Support For Waypoint Enhancements
Waypoint's success drove Xbox to add enhancements to the dashboard specifically to support richer graphics with higher immersion. Perhaps the most interesting insight from this experience was customer reaction: even though the beta was considerably less visually sophisticated, ratings didn't significantly increase after the v1 launch.
Impact and Results

The team's hard work paid off and we launched the Halo Waypoint public beta MVP after 9 months of development, starting from when I asked our leadership team for some time to make sure we understood what our customers most wanted and needed.

The Waypoint MVP launch was regarded as a landmark moment for the franchise and met or exceeded all of our business goals:

  1. First time sign-ins for Halo games increased by 15% immediately following launch and remained higher than historical averages for a year after release, signaling that Waypoint was attracting new users
  2. Total online hours increased 20% in the first 6 months after release and remained 10% above expected trendlines YoY
  3. Legacy title sales increased by 10x for a year after release
  4. Waypoint was in the top 5% highest rated Xbox releases each year for 3 years after its release with over 3 million registered users after the first year
  5. Waypoint changed the way game developers thought about customer ecosystems and drove a wave of transmedia projects across the industry, serving as one of the igniters for user generated game content

Waypoint was the first of its kind experience for a major game franchise, and instead of playing catch-up with our competition we listened to our users and delivered something that differentiated Halo from everyone else.

EXCEEDING EXPECTATIONS
An image showing Halo Waypoint receiving a 90% positive rating after the first year of release
Waypoint was rated in the top 5% of Xbox releases every year for 3 years after launch

CASE STUDY:

Leading Consumer Design

As a Creative and UX Director for the Xbox flagship franchise Halo I led the design and launch of a new entertainment platform
Microsoft logo
CHALLENGE

Halo is the multi-billion dollar flagship franchise for Microsoft's Xbox, but at 10 years old it was struggling to remain relevant and grow its customer base as new franchises emerged and innovated.

Millions of Halo fans spend billions of hours engaging with the franchise every year and the games are only one element of the Halo ecosystem; the team needed to understand what was motivating our users so we could design for their needs.

IMPACT
  • Used data-driven insights to pivot the business away from a product customers didn't want and delivered an entertainment platform that opened multiple new profitable lines of business
  • Rallied a team of 40+ around a creative vision and North Star that had industry-wide impact
  • Partnered with engineering to clear complex technical hurdles while maintaining focus on customer experience
  • Connected user journeys across platforms and devices, delivering Microsoft's first successful transmedia franchise
Getting Started: Arrival

After 10 years as the leader for AAA first person experiences on gaming consoles Halo was starting to show its age - although the fan base remained loyal, growth was fairly flat and emerging cross-platform franchises like Call of Duty were competing for the same audience and proving more willing to take risks to innovate.

In the years following the release of the first iPhone, some AAA video game franchises began experimenting with releasing mobile versions of their games. Hardware was fairly limited at the time with tiny screens (by today's standards) and processors that couldn't handle the kind of load AAA 3D games required, but that didn't stop studios from testing the water and the Call of Duty team had begun releasing games on mobile.

The Halo franchise leadership team felt a strong reflexive desire to maintain feature parity with Call of Duty, and I was tapped to be the Creative and UX Director for Halo Mobile.

Before I agreed to take the role, I asked the leadership team at Microsoft if they'd allow me to do some investigation to make sure we took the right approach; as it turned-out, that investigation fundamentally changed the direction away from a Halo mobile game.

I started by embarking on a journey to learn more about the relationship fans had with Halo when they weren't playing the games: we knew Halo was a major force in the lives of millions of people, but we didn't know how that force manifested outside of games and the game-focused activities at conventions.

We had a decade of research available that was previously only used to inform game design decisions, but when we started exploring we discovered a range of recurring and surprising themes that went beyond game design considerations and indicated that for many people Halo existed as a rich, multi-dimensional experience.

EMERGING COMPETITIVE PRESSURE
Halo video game box art
Halo was the undisputed leader in first person experiences on game consoles for years, but after a decade at the top other franchises were starting to innovate faster and capturing the attention of Halo's fans
Call of Duty and Halo logos
Call of Duty was Halo's biggest direct competitor for a number of years and had a fairly large appetite for innovation risk
Promo image for Call of Duty mobile game
Microsoft's leadership often had a reflexive response to follow whatever the Call of Duty team was doing; when they started releasing mobile games studio leadership immediately wanted to start working on Halo for mobile
Learning About Users

When the team started analyzing the years of user data, we were blown away by how much Halo content fans consumed throughout the day outside game experiences: from time spent chatting during lunch breaks on forums about storylines and the growing library of books in the Halo universe to fan-created videos to scheduling multiplayer events on bus commutes and Halo-themed vacations, the franchise had become a lifestyle.

Some of the insights we learned:

  1.  Over 50% of fans consumed Halo content in the form of gameplay videos, fan art, fan fiction, and online forums, with a growing number of people accessing from mobile devices
  2. User-generated Halo video content was viewed multiple times a week by almost every kind of Halo fan
  3. Fans felt like they were part of the Halo universe and were eager to deepen that connection
  4. Even fans who didn't play the games kept track of what was happening in the multiplayer community

I synthesized these insights into a set of experience pillars to guide the team through exploration and ideation exercises. At this point we didn't know what direction we might be heading in, but it was starting to seem like there might be better near-term opportunities to reinvigorate the franchise other than releasing a mobile game.

As we reviewed existing user research and continued talking with customers it became clear that there was no interest in a mobile Halo game at that time; we shared some early concepts with people and saw the lowest interest we'd ever experienced for a Halo game - less than 10% said they'd be somewhat or very interested. Halo was a big screen visual feast specifically tuned for a console controller, and both current customers and Halo fans that didn't play the games were clear that Halo on mobile wasn't interesting.

UNDERSTANDING WHY FANS LOVE HALO (SPOILER: IT'S NOT JUST ABOUT THE GAMES)
Halo-themed user generated content was taking off on YouTube and other platforms, with videos often getting more than a million views, many from mobile devices. Many of these content creators were eager to partner with the development team.
Image showing North Star pillars for Halo Waypoint
I synthesized insights into three experience pillars describing what users loved and most desired about Halo from hundreds of user interviews and research studies: Explore, Share, and Anchor.
Data Reveals Opportunity

We also realized at this time that the overwhelming majority of current interactive Halo experiences taking place outside the games were targeting hardcore multiplayer users although this group comprised only about 15% of Halo's customers. When we shared the numbers the team was surprised to learn that such a significant amount of our product development resources were targeting just 15% of our customers.

Our discovery team was feeling confident that there was an opportunity to deliver a cross-platform interactive experience that wasn't a game per se but that could be situated within the Halo universe and capture the imagination and interest of a wide range of current and potential customers; first, however, I needed to reorient our leaders away from a laser-focus on mobile.

During this time I was socializing the Explore, Share, and Anchor Experience pillars across the leadership team and raising awareness for three key insights we'd pulled from the data:

  1. Halo-themed user generated content was exploding, and content creators like Rooster Teeth were producing weekly Halo-themed YouTube shorts and getting millions of views from players and non-players alike, with increasingly high views coming from mobile devices
  2.  Halo fans of all types loved feeling like they were a part of the Halo universe and had been consistently asking us to create a persistent identify that crossed individual games and experiences
  3. Halo is social by design and users wanted to be able to connect with friends and communities across platforms and share the content they loved

I was given 60 days to come back with a conceptual prototype that would capture the imagination of Halo fans and also be available on mobile.

We were feeling confident that our hypotheses about what people wanted from cross-platform experience were far enough along that we could define our vision and start getting low fidelity prototypes in front of users.

HALO ISN'T JUST ABOUT THE GAMES
85% OF CUSTOMERS DIDN'T UNDERSTAND OR USE CORE FEATURES
Screenshot showing a densely complex screen displaying personalized multiplayer stats for a Halo player
This image shows highly detailed personalized statistics that followed players engaging in multiplayer games over time but didn't include single player gameplay, so less than 15% of Halo's customers used this feature. The other 85%+ had been asking for personalization features for years, and we had data showing that adding these features could positively and significantly impact recurring revenue.
Defining the North Star
"We're building the gateway to the Halo universe and the persistent center of the Halo experience on every screen, for every fan.”
We hypothesized that if we 1) created a personalized destination for players that tracked their achievements in all of the games and 2) allowed them to experience and share Halo content with each other that it would differentiate Halo from competitors, serve a high-priority need for a majority of customers, and increase game sales
Parallel Explorations

We identified two priority focus areas: a persistent, shareable personal identity situated within the Halo fiction that grew with users over time as they interacted with Halo content, and an experience that allowed users to view and share user generated content as the two most important problems to solve.

As mentioned earlier, the product team was already delivering a Halo "career" that tracked a wide range of personalized stats for multiplayer games with progressively increasing ranks recognizing accomplishments over time. Unfortunately the existing features were relevant for only about 15% of users, but we believed there was an opportunity to make the Halo career into something much more widely accessible and relevant to a majority of users.

We'd also been hearing from content creators in the community that they'd love to collaborate on video projects, for example giving us exclusive early access to content in return for promotion across Halo channels.

Armed with this information, we began exploring a new kind of Halo career that would be foregrounded and accessible to every type of user and a hub for viewing and sharing user generated content, all contained in a single experience we named HALO WAYPOINT.

Waypoint wouldn't exist outside of the fiction, but rather users would assume the role of a recruit in the Halo army with the interactive experience taking place on a space ship in the Halo universe.
Typography explorations for the Halo Waypoint logo
Typography is a first-class part of the Halo creative experience and we needed to create a custom font for Waypoint that felt like a natural part of the universe. We wanted the logo to convey the vastness of space while also anchoring users to a fixed location, so chose a variation of #5 on this list
A concept painting for the background of Halo Waypoint, depicted as a digital screen inside a starship
We tested a range of fictional integrations with users and landed on the observation deck of a starship; this image shows a virtual display screen on the bridge of a starship navigating strange alien space and became the main interface for the experience.
HOW MIGHT WE...

How might we: create a player identity that persisted across game titles and was interesting for most users?

How might we: create an experience where people could connect with each other and access non-game content across mobile, desktop, and console?

Early mockup for the Halo Waypoint career system, showing a user's progression through increasing levels
I took the lead to design the new Halo career system and UI; this screen image is from an early low-fidelity clickthrough we tested with users and iterated almost daily. The system emphasized simplicity, variety, and usability.
A screenshot of a low-fidelity clickable prototype for the Halo career
This screen from a low-fidelity clickable prototype focuses on a universal leveling system incremented by a wide range of activities crossing games and experiences. Players could choose from a wide range of activities, challenges, and tasks to gain access to higher career ranks and awards; the interface always provided clear paths for progression
A screen flow diagram for Halo Waypoint
The Waypoint application user flows were a cross between a typical web application and an interactive game; Waypoint was the first experience of its kind for for Xbox and game consoles. We paid particular attention to information architecture to ensure users wouldn't get confused or lost while navigating the experience.
Concept/Sizzle Video
With the art direction and experience design validated with users we were ready to pull everything together into a sizzle reel to rally the studio around a tangible experience target that included both the updated career and user generated content sharing. NOTE: no usability or accessibility work had been completed at this stage so there was no expectation for heuristic rigor.
Trailblazing Mobile

We took a "mobile first" approach to designing across platforms; although mobile devices were just starting to become a first class content platform and responsive design was still largely experimental, the team quickly realized two things:

  1. life would be easier for us if we didn't need to totally reinvent layouts between platforms
  2. designing for mobile-first required us to get very serious about not throwing the kitchen sink at large screen UIs just because we had the space

We'd already clearly seen in testing that the cognitive load users were comfortable with while navigating consoles was not the same as the load they were comfortable with while on a PC; our theory was that our brains weren't used to information-dense experiences on big screen TVs while navigating with controllers instead of mice and keyboards.

I created a modular content system called "3 on a screen", referring to the maximum number of content blocks we'd show users at any given time. This kept things clean and simple for phone and console users and allowed for the creation of content modules that could easily be reconfigured for 16x9 and vertical layouts.

Ironically, the Waypoint mobile release was intentionally delayed 7 months beyond the console version launch; Microsoft's then-CEO Steve Ballmer felt strongly that it needed to be a marquis exclusive launch title for Windows Phone 7, which had slipped its schedule into the following year.
"3 ON A SCREEN": MOBILE PROTOTYPING
Interaction mockups for Halo Waypoint on mobile devices
We didn't yet have the tooling support to easily convert layouts between different screen resolutions and configurations, so we needed to make sure that we were thinking about content modules smartly and could easily reconfigure layouts between console, PC, and mobile screens. I created a system called "3 on a screen" to both make layout changes easier and to prevent console and mobile users from being overwhelmed.
Interaction mockups for Halo Waypoint on mobile devices
Waypoint development was taking place in the early days of mobile touch screen interaction and it was an exciting green field of possibility. I took the lead to design our interactive systems; we tested these with users on Windows Phone 7 prototype hardware
Delivering the MVP: Public Beta Launch
The Waypoint beta was a true MVP: technical limitations of the existing Xbox console dashboard constrained the level of visual and interactive fidelity we hoped to deliver, but we were surpised that the release received global media coverage and debuted to highly enthusiastic reviews. This video from IGN gaming press is my feature walkthrough for Beta launch. Years later I still consider Halo Waypoint to be a reference example of the power of UX to drive business impact.
V1 Launch: Xbox Adds Support For Waypoint Enhancements
Waypoint's success drove Xbox to add enhancements to the dashboard specifically to support richer graphics with higher immersion. Perhaps the most interesting insight from this experience was customer reaction: even though the beta was considerably less visually sophisticated, ratings didn't significantly increase after the v1 launch.
Impact and Results

The team's hard work paid off and we launched the Halo Waypoint public beta MVP after 9 months of development, starting from when I asked our leadership team for some time to make sure we understood what our customers most wanted and needed.

The Waypoint MVP launch was regarded as a landmark moment for the franchise and met or exceeded all of our business goals:

  1. First time sign-ins for Halo games increased by 15% immediately following launch and remained higher than historical averages for a year after release, signaling that Waypoint was attracting new users
  2. Total online hours increased 20% in the first 6 months after release and remained 10% above expected trendlines YoY
  3. Legacy title sales increased by 10x for a year after release
  4. Waypoint was in the top 5% highest rated Xbox releases each year for 3 years after its release with over 3 million registered users after the first year
  5. Waypoint changed the way game developers thought about customer ecosystems and drove a wave of transmedia projects across the industry, serving as one of the igniters for user generated game content

Waypoint was the first of its kind experience for a major game franchise, and instead of playing catch-up with our competition we listened to our users and delivered something that differentiated Halo from everyone else.

EXCEEDING EXPECTATIONS
An image showing Halo Waypoint receiving a 90% positive rating after the first year of release
Waypoint was rated in the top 5% of Xbox releases every year for 3 years after launch

CASE STUDY:

Leading Consumer Design

As a Creative Director for the Xbox flagship franchise Halo I used customer insights to design and deliver a transmedia experience that had industry-wide impact
Microsoft logo
CHALLENGE

Halo is the multi-billion dollar flagship franchise for Microsoft's Xbox, but at 10 years old it was struggling to remain relevant and grow its customer base as new franchises emerged and innovated.

Millions of Halo fans spend billions of hours engaging with the franchise every year and the games are only one element of the Halo ecosystem; the team needed to understand what was motivating our users so we could design for their needs.

IMPACT
  • Used data-driven insights to pivot the business away from a product customers didn't want and delivered an entertainment platform that opened multiple new profitable lines of business
  • Rallied a team of 40+ around a creative vision and North Star that had industry-wide impact
  • Partnered with engineering to clear complex technical hurdles while maintaining focus on customer experience
  • Connected user journeys across platforms and devices, delivering Microsoft's first successful transmedia franchise
Getting Started: Arrival

After 10 years as the leader for AAA first person experiences on gaming consoles Halo was starting to show its age - although the fan base remained loyal, growth was fairly flat and emerging cross-platform franchises like Call of Duty were competing for the same audience and proving more willing to take risks to innovate.

In the years following the release of the first iPhone, some AAA video game franchises began experimenting with releasing mobile versions of their games. Hardware was fairly limited at the time with tiny screens (by today's standards) and processors that couldn't handle the kind of load AAA 3D games required, but that didn't stop studios from testing the water and the Call of Duty team had begun releasing games on mobile.

The Halo franchise leadership team felt a strong reflexive desire to maintain feature parity with Call of Duty, and I was tapped to be the Creative and UX Director for Halo Mobile.

Before I agreed to take the role, I asked the leadership team at Microsoft if they'd allow me to do some investigation to make sure we took the right approach; as it turned-out, that investigation fundamentally changed the direction away from a Halo mobile game.

I started by embarking on a journey to learn more about the relationship fans had with Halo when they weren't playing the games: we knew Halo was a major force in the lives of millions of people, but we didn't know how that force manifested outside of games and the game-focused activities at conventions.

We had a decade of research available that was previously only used to inform game design decisions, but when we started exploring we discovered a range of recurring and surprising themes that went beyond game design considerations and indicated that for many people Halo existed as a rich, multi-dimensional experience.

EMERGING COMPETITIVE PRESSURE
Halo video game box art
Halo was the undisputed leader in first person experiences on game consoles for years, but after a decade at the top other franchises were starting to innovate faster and capturing the attention of Halo's fans
Call of Duty and Halo logos
Call of Duty was Halo's biggest direct competitor for a number of years and had a fairly large appetite for innovation risk
Promo image for Call of Duty mobile game
Microsoft's leadership often had a reflexive response to follow whatever the Call of Duty team was doing; when they started releasing mobile games studio leadership immediately wanted to start working on Halo for mobile
Learning About Users

When the team started analyzing the years of user data, we were blown away by how much Halo content fans consumed throughout the day outside game experiences: from time spent chatting during lunch breaks on forums about storylines and the growing library of books in the Halo universe to fan-created videos to scheduling multiplayer events on bus commutes and Halo-themed vacations, the franchise had become a lifestyle.

Some of the insights we learned:

  1.  Over 50% of fans consumed Halo content in the form of gameplay videos, fan art, fan fiction, and online forums, with a growing number of people accessing from mobile devices
  2. User-generated Halo video content was viewed multiple times a week by almost every kind of Halo fan
  3. Fans felt like they were part of the Halo universe and were eager to deepen that connection
  4. Even fans who didn't play the games kept track of what was happening in the multiplayer community

I synthesized these insights into a set of experience pillars to guide the team through exploration and ideation exercises. At this point we didn't know what direction we might be heading in, but it was starting to seem like there might be better near-term opportunities to reinvigorate the franchise other than releasing a mobile game.

UNDERSTANDING WHY FANS LOVE HALO
Image showing North Star pillars for Halo Waypoint
I synthesized insights into three experience pillars describing what users loved and most desired about Halo from hundreds of user interviews and research studies: Explore, Share, and Anchor.
Data Reveals Opportunity

As we reviewed existing user research and continued talking with customers it became clear that there was no interest in a mobile Halo game at that time; we shared some early concepts with people and saw the lowest interest we'd ever experienced for a Halo game - less than 10% said they'd be somewhat or very interested. Halo was a big screen visual feast specifically tuned for a console controller, and both current customers and Halo fans that didn't play the games were clear that Halo on mobile wasn't interesting.

We also realized at this time that the overwhelming majority of current interactive Halo experiences taking place outside the games were targeting hardcore multiplayer users although this group comprised only about 15% of Halo's customers. When we shared the numbers the team was surprised to learn that such a significant amount of our product development resources were targeting just 15% of our customers.

Our discovery team was feeling confident that there was an opportunity to deliver a cross-platform interactive experience that wasn't a game per se but that could be situated within the Halo universe and capture the imagination and interest of a wide range of current and potential customers; first, however, I needed to reorient our leaders away from a laser-focus on mobile.

During this time I was socializing the Explore, Share, and Anchor Experience pillars across the leadership team and raising awareness for three key insights we'd pulled from the data:

  1. Halo-themed user generated content was exploding, and content creators like Rooster Teeth were producing weekly Halo-themed YouTube shorts and getting millions of views from players and non-players alike, with increasingly high views coming from mobile devices
  2.  Halo fans of all types loved feeling like they were a part of the Halo universe and had been consistently asking us to create a persistent identify that crossed individual games and experiences
  3. Halo is social by design and users wanted to be able to connect with friends and communities across platforms and share the content they loved

I was given 60 days to come back with a conceptual prototype that would capture the imagination of Halo fans and also be available on mobile.

We were feeling confident that our hypotheses about what people wanted from cross-platform experience were far enough along that we could define our vision and start getting low fidelity prototypes in front of users.

HALO ISN'T JUST ABOUT THE GAMES
Halo-themed user generated content was taking off on YouTube and other platforms, with videos often getting more than a million views, many from mobile devices. Many of these content creators were eager to partner with the development team.
85% OF CUSTOMERS DIDN'T UNDERSTAND OR USE CORE FEATURES
Screenshot showing a densely complex screen displaying personalized multiplayer stats for a Halo player
This image shows highly detailed personalized statistics that followed players engaging in multiplayer games over time but didn't include single player gameplay, so less than 15% of Halo's customers used this feature. The other 85%+ had been asking for personalization features for years, and we had data showing that adding these features could positively and significantly impact recurring revenue.
Defining the North Star
"We're building the gateway to the Halo universe and the persistent center of the Halo experience on every screen.”
We hypothesized that if we 1) created a personalized destination for players that tracked their achievements in all of the games and 2) allowed them to experience and share Halo content with each other that it would differentiate Halo from competitors, serve a high-priority need for a majority of customers, and increase game sales
Parallel Explorations

We identified two priority focus areas: a persistent, shareable personal identity situated within the Halo fiction that grew with users over time as they interacted with Halo content, and an experience that allowed users to view and share user generated content as the two most important problems to solve.

As mentioned earlier, the product team was already delivering a Halo "career" that tracked a wide range of personalized stats for multiplayer games with progressively increasing ranks recognizing accomplishments over time. Unfortunately the existing features were relevant for only about 15% of users, but we believed there was an opportunity to make the Halo career into something much more widely accessible and relevant to a majority of users.

We'd also been hearing from content creators in the community that they'd love to collaborate on video projects, for example giving us exclusive early access to content in return for promotion across Halo channels.

Armed with this information, we began exploring a new kind of Halo career that would be foregrounded and accessible to every type of user and a hub for viewing and sharing user generated content, all contained in a single experience we named HALO WAYPOINT.

Waypoint wouldn't exist outside of the fiction, but rather users would assume the role of a recruit in the Halo army with the interactive experience taking place on a space ship in the Halo universe.
Typography explorations for the Halo Waypoint logo
Typography is a critical part of the Halo creative experience and we needed to create a custom font for Waypoint that felt like a natural part of the universe. We wanted the logo to convey the vastness of space while also anchoring users to a fixed location, so chose a variation of #5 on this list
A concept painting for the background of Halo Waypoint, depicted as a digital screen inside a starship
We tested a range of fictional integrations with users and landed on the observation deck of a starship; this image shows a virtual display screen on the bridge of a starship navigating strange alien space and became the main interface for the experience.
HOW MIGHT WE...

How might we: create a player identity that persisted across game titles and was interesting for most users?

How might we: create an experience where people could connect with each other and access non-game content across mobile, desktop, and console?

Early mockup for the Halo Waypoint career system, showing a user's progression through increasing levels
I took the lead to design the new Halo career system and UI; this screen image is from an early low-fidelity clickthrough we tested with users and iterated almost daily. The system emphasized simplicity, variety, and usability.
A screenshot of a low-fidelity clickable prototype for the Halo career
This screen from a low-fidelity clickable prototype focuses on a universal leveling system incremented by a wide range of activities crossing games and experiences. Players could choose from a wide range of activities, challenges, and tasks to gain access to higher career ranks and awards; the interface always provided clear paths for progression
A screen flow diagram for Halo Waypoint
The Waypoint application user flows were a cross between a typical web application and an interactive game; Waypoint was the first experience of its kind for for Xbox and game consoles. We paid particular attention to information architecture to ensure users wouldn't get confused or lost while navigating the experience.
Concept/Sizzle Video
With the art direction and experience design validated with users we were ready to pull everything together into a sizzle reel to rally the studio around a tangible experience target that included both the updated career and user generated content sharing. NOTE: no usability or accessibility work had been completed at this stage so there was no expectation for heuristic rigor.
Trailblazing Mobile

We took a "mobile first" approach to designing across platforms; although mobile devices were just starting to become a first class content platform and responsive design was still largely experimental, the team quickly realized two things:

  1. life would be easier for us if we didn't need to totally reinvent layouts between platforms
  2. designing for mobile-first required us to get very serious about not throwing the kitchen sink at large screen UIs just because we had the space

We'd already clearly seen in testing that the cognitive load users were comfortable with while navigating consoles was not the same as the load they were comfortable with while on a PC; our theory was that our brains weren't used to information-dense experiences on big screen TVs while navigating with controllers instead of mice and keyboards.

I created a modular content system called "3 on a screen", referring to the maximum number of content blocks we'd show users at any given time. This kept things clean and simple for phone and console users and allowed for the creation of content modules that could easily be reconfigured for 16x9 and vertical layouts.

"3 ON A SCREEN": MOBILE PROTOTYPING
Interaction mockups for Halo Waypoint on mobile devices
We didn't yet have the tooling support to easily convert layouts between different screen resolutions and configurations, so we needed to make sure that we were thinking about content modules smartly and could easily reconfigure layouts between console, PC, and mobile screens. I created a system called "3 on a screen" to both make layout changes easier and to prevent console and mobile users from being overwhelmed.
Interaction mockups for Halo Waypoint on mobile devices
Waypoint development was taking place in the early days of mobile touch screen interaction and it was an exciting green field of possibility. I took the lead to design our interactive systems; we tested these with users on Windows Phone 7 prototype hardware
Ironically, the Waypoint mobile release was intentionally delayed 7 months beyond the console version launch; Microsoft's then-CEO Steve Ballmer felt strongly that it needed to be a marquis exclusive launch title for Windows Phone 7, which had slipped its schedule into the following year.
Delivering the MVP: Public Beta Launch
The Waypoint beta was a true MVP: technical limitations of the existing Xbox console dashboard constrained the level of visual and interactive fidelity we hoped to deliver, but we were surpised that the release received global media coverage and debuted to highly enthusiastic reviews. This video from IGN gaming press is my feature walkthrough for Beta launch. Years later I still consider Halo Waypoint to be a reference example of the power of UX to drive business impact.
V1 Launch: Xbox Adds Support For Waypoint Enhancements
Waypoint's success drove Xbox to add enhancements to the dashboard specifically to support richer graphics with higher immersion. Perhaps the most interesting insight from this experience was customer reaction: even though the beta was considerably less visually sophisticated, ratings didn't significantly increase after the v1 launch.
Impact and Results

The team's hard work paid off and we launched the Halo Waypoint public beta MVP after 9 months of development, starting from when I asked our leadership team for some time to make sure we understood what our customers most wanted and needed.

The Waypoint MVP launch was regarded as a landmark moment for the franchise and met or exceeded all of our business goals:

  1. First time sign-ins for Halo games increased by 15% immediately following launch and remained higher than historical averages for a year after release, signaling that Waypoint was attracting new users
  2. Total online hours increased 20% in the first 6 months after release and remained 10% above expected trendlines YoY
  3. Legacy title sales increased by 10x for a year after release
  4. Waypoint was in the top 5% highest rated Xbox releases each year for 3 years after its release with over 3 million registered users after the first year
  5. Waypoint changed the way game developers thought about customer ecosystems and drove a wave of transmedia projects across the industry, serving as one of the igniters for user generated game content

Waypoint was the first of its kind experience for a major game franchise, and instead of playing catch-up with our competition we listened to our users and delivered something that differentiated Halo from everyone else.

EXCEEDING EXPECTATIONS
An image showing Halo Waypoint receiving a 90% positive rating after the first year of release
Waypoint was rated in the top 5% of Xbox releases every year for 3 years after launch
Waypoint was the first of its kind experience for a major game franchise, and instead of playing catch-up with our competition we listened to our users and delivered something that differentiated Halo from everyone else.
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