User Research Experience
Nexon Intelligence Labs is Nexon Korea’s AI and machine learning research division. Its Game UX Research (GUR) team leverages user research and in-game experience data to define more intuitive and immersive directions for players. The group has long-term collaborations with a wide range of Nexon titles across different genres and platforms, contributing to overall UX quality and innovation.
Company
Nexon Korea
Duration
Jan 2020 - Jun 2022
Role
User researcher, UX design
Tools
Excel, Powerpoint, Figma, Confluence, Miro
Works
Date
Methodology
Target
Patform
Topic
2022 Feb
Usability Test
FIFA Mobile
Mobile
Overall UI/UX
2021 Nov
Survey
Kartrider Rush+
Mobile
Response about Global players
2021 Oct
Focus Group Test + Survey
[Unannounced project] FPS C
PC
Overall gametest (Close beta)
2021 Sep
Focus Group Test + Survey
[Unannounced project] FPS B
PC
Overall gametest
2021 Jul
In-Depth Interview
Game streaming service
-
Influencers' thought
2021 Jun
In-Depth Interview
Internal case study
-
Game art direction
2021 Apr
Survey
FIFA Online 4
PC
Response about new update
2021 Mar
Workshop
Maplestory Worlds
PC
Collaborative ideation with internal stakeholders
2020 Dec
Focus Group Interview
Maplestory Worlds
PC
Competitive and Market analyst
2020 Nov
Focus Group Test + Survey
[Unannounced project] FPS A
Mobile
Overall gametest
2020 Sep
In-Depth Interview
Darkness Rises
Mobile
FTUE (First-time user experience)
2020 Jul
Usability Test
Kartrider Drift
PC/Console
(Gamepad) Overall UI/UX
2020 Mar
Usability Test
Maplestory Mobile
Mobile
Overall UI/UX
Takeaways
Game UX uses the same methodologies as digital products, with a narrower and more precise focus
Although games prioritize fun over functionality, unlike e-commerce or financial products, the same UX research methodologies are applied. However, recent games combine multiple systems and meta features beyond core gameplay, which taught me the importance of narrowing and defining the research focus precisely.
Each game genre, platform, and project requires contextual adaptation of methodologies
Even within the same franchise, player behavior and needs differ greatly between PC and mobile. MMORPGs and platformers have different end-to-end player routines. Within a single game, the motivations and pain points of players engaging with monetization features differ from those using social features.
As part of a centralized User Research team supporting multiple projects, I collaborated with teams that varied in schedule, resources, and UX understanding. Through these experiences, I learned that beyond mastering methodologies, flexibly adapting them to context and stakeholder needs is also important.