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Mana (Ubisoft) – Event

  • Client

    Ubisoft - Mana

  • Rôle

    UX designer

  • Outils

    Miro, figma

Ubisoft - Mana

The arbitration of a new web path
A little background

Ubisoft, a major player in the video game industry with a worldwide presence, is facing a fragmented organization, inherited from its history and amplified by the Covid crisis. This context has highlighted the need to strengthen internal communication to reduce silos between employees.

With this in mind, Ubisoft undertook the redesign of Mana, a key tool for recreating links within the company.

My missions

When I joined the Mana team, it was in full swing, particularly with the development of the “Event” functionality. This tool aims to strengthen internal interactions through the creation of collaborative events.

I resumed the research phase on employee habits regarding events within the company, with two main objectives:

  • Clarify user needs: distinguish between official events and those organized by employees or communities.
  • Analyze user paths: validate use cases for a seamless experience.
User research,

Workshop

The research phase involved two types of users:

  • Internal communications teams who organize official events of various sizes (branded “Ubisoft” events);
  • Employees (some of whom were already organizing events within their studios).

During this research phase, I met with 3 different Ubisoft communications teams. In addition, assisted by my manager, we ran a total of 4 workshops (one in French and 3 in English) with between 3 and 6 participants, on Miro.

Phase 1 - Experience vécu

What I've learned

This research enabled me to gain a better understanding of users and their perceptions. In particular, I discovered that many of them find it difficult to clearly distinguish between official and unofficial events in Ubisoft’s event offering.

This observation led to a strategic decision: to put the development of this feature on Mana on hold. However, the work carried out, including the wireframes and insights gathered, could be put to good use in the future, notably for a potential implementation of this feature on Ubisoft’s intranet.

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