Summary
The very popular audio company Dolby wanted to break into the gaming space, so they came to Purdue. Me and my team were tasked with two things:
1. Understand how gamers utilize sound, especially during a pandemic
2. Create an audio-based solution that helps immerse gamers in different types of ways
Being a broad project we had a lot of different ideas throughout, and created a fully fleshed out UI of our decided upon solution. We needed to stay on brand with our designs and work within some of their pre-established programs.
Goals
The main objective of this project was essentially understanding gamers' use of sound when they play games, and using that understanding to create mid to high fidelity mockups of a proposed solution.
Surveying the Land
We needed a way to understand a larger, general user group before we could start narrowing down, so we started by sending off a survey to a variety of gaming communities. The data that we got from this survey served as the basis of our user group and problem statement, as well as heavily influencing our designs.

Me sorting through quotes from our survey participants.
I was in charge of analyzing and synthesizing all of the data we collected. I devised a hypothesis method that would help make sense of the data. I would pose questions relevant to our criteria, and would then confirm or deny the answer to this question using the data.
Q: "What percentage of our users play competitive games with friends?"
A: "73% of our participants play competitive games with their friends"
Based on our data, I found a number of things.
Most gamers play with friends
Most gamers that play on PC use headphones
Most of those that wear headphones have never used sound-enhancing software
Many gamers struggle to find the right balance between game sounds and friend volumes, needing to adjust their sound from game to game.
Our users seemed to be out of touch with their headset sounds, and were often annoyed by how long it took to manually configure their sounds for each game across different platforms. I also identified that many gamers prefer to play with friends over discord, showing the most enjoyment when that criteria is met.
Our User(s)
We found a fairly coherent user group, but the term "gamer" is so broad that we needed to split it up in two: serious and social. This helped us keep track of the essential attributes we found, while also acknowledging the vast range of gamer types.
FYI these are 2 different personas
What's the problem?
With our personas and understanding of our user's needs, we were able to create a problem statement in which we were able to synthesize their needs into one sentence.
"PC gamers playing online games with their friends need a way to balance the core audio inputs so that they can customize the gaming experience to their sound preferences."
We used this statement to guide our designs moving forward. This made sure everyone on the team had the same focus when coming up with new ideas.
The Solution
Moving forward with our designs, we wanted to emphasize community over anything else because that was the common ground that bridged our two user groups. With that in mind, we created a platform that would allow gamers to share custom sound settings with their friends and all dolby users on the platform.

Users can create different types of pre-set sound settings on the platform. They can then search for any sound setting that has been published by other users, meaning they can use their friends' custom settings, a popular immersive setting, or their favorite pro's!
I wanted users to feel a sense of connectedness through a medium in which they didn't normally share. Swapping, comparing, and learning about others' sound settings gave users the ability experience the games they play through someone else's ears.

This is the favoriting system, allowing users to save presets that they like.

They can also take a look at the most popular presets across the community for whatever game they are playing.
In order to share their sound experience, they also needed to be able to create one.

How users create shareable sound settings for individual games.
Reflection
Overall this project was a success in my book. We by no means had the perfect solution, but the overall process we used to get to the final solution was backed-up and informed with our research. Each part of the project felt like it was useful in someway and each section always felt natural. This project also has taught me how to navigate a research-heavy project. We had complete creative freedom, which can be both a blessing and a curse. The possibilities were endless, but picking a half-decent idea out of this pool of infinite possibilities is a difficult task in of itself. Identifying when it was time to shift from research was probably the hardest part of this whole thing, as we could have spent years researching one aspect of this complicated problem space that is gaming. I learned how to transition from one stage to the next and how to inform each decision I made with previous or immediate research I had conducted.