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Game Break

A videoconference-gaming integration that leverages the connective power of gaming to bring distributed work teams closer together. Presented to Microsoft EVP of Gaming, Phil Spencer.

Role
Researcher — Team Tech Pragmatists
Sponsor
Xbox / Microsoft
Methods
Survey · Interviews · Focus Groups · Concept Testing · Prototyping
Presented to
Phil Spencer, EVP Gaming
Problem
Remote work eroded personal team connections. How might virtual gaming bridge that gap?
Solution
A Teams + Xbox integration delivering quick, engaging gaming sessions inside work meetings.
My Role
Lead researcher across all 3 rounds. Designed, conducted, and analyzed all studies. Co-wrote final report.
Deliverables
Concept video, high-fidelity prototype, and final report with design recommendations.
Literature Review Survey Interviews Focus Groups Concept Testing Prototyping

The remote work connection problem

The shift to remote work during COVID-19 made it harder to connect personally with teammates — but remote and hybrid models were clearly here to stay. Team Tech Pragmatists was sponsored by Xbox to explore how the connective power of virtual gaming might be applied to remote work environments.

Literature review early in the process found a compelling insight: cooperative gaming increases empathy and cohesion within groups regardless of how long the game is played. Meanwhile, no existing products were specifically addressing workplace gaming as a connection mechanism.

  • Anton SirotinResearcher
  • Aryan PorwalDesigner
  • Ivan KhrulenkoDesigner / Generalist
  • Linda MartinezResearcher

Understanding the problem space

Formative research was designed to understand the target audience, validate the problem, and scope the project direction.

Methods

  • Literature review
  • Market analysis
  • Survey + descriptive analytics
  • Interviews
  • Case study
  • Low-fi prototyping

Key Findings

  1. 69% of survey respondents said feeling connected to their team was very important.
  2. Only 47% were satisfied with their level of social connection since going remote.
  3. Participants missed serendipitous interactions — scheduled social time felt artificial.
  4. Virtual social interactions often felt awkward without a shared activity.
  5. Cooperative gaming increases group empathy and cohesion regardless of session length.
  6. No existing products addressed workplace gaming specifically.

Validating the design direction

With the problem validated, Round 2 focused on understanding what the virtual gaming environment should look and feel like — and how it would integrate into the workday.

  1. Participants responded positively to a gamified virtual environment for group play.
  2. Both focus groups gravitated toward game rooms and game-related activities over productivity spaces.
  3. Most expected gaming sessions to be no longer than 20 minutes.
  4. 2D environments primed participants toward gaming; 3D prompted productivity use cases.
  5. Content and user experience were prioritized over realism.
  6. Participants envisioned using it with immediate teams of 6–15 people.
  7. Strong interest in competitive games, especially Trivia, as well as personalized avatars.

Evaluating the final concept

Round 3 evaluated the Game Break prototype with working professionals on distributed or hybrid teams who used Zoom or Microsoft Teams.

  1. Almost all participants responded positively to Game Break as a team connection tool.
  2. Almost all said it would significantly improve or add to their team's current social methods.
  3. All participants wanted a wide range of game types to accommodate different cultures and preferences.
  4. Most enjoyed the AI game selection component, though some had concerns about AI/ML extent.
  5. It's not just gameplay that builds connections — conversations during and after are equally important.
  6. Games should be inclusive, accessible, and have a low barrier of entry.
  7. All participants said they would highly recommend Game Break to a friend or colleague.

From prototype to Phil Spencer's desk

Presented to Microsoft EVP of Gaming

The team's final deliverables — a concept video, high-fidelity prototype, and research report — were presented to Phil Spencer, Executive Vice President of Gaming at Microsoft, as well as to Teams directors of design and product management. The project demonstrated how UX research could directly shape a novel product concept from 0 to 1.

My contributions spanned all three research rounds: designing and conducting primary and secondary research, scoping and analyzing quantitative and qualitative studies, co-writing the final report, and presenting findings to executive stakeholders.

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