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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.

Rainbow Six Mobile

WorldGen

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