Qualitative UX Research Course
Games User Research: Methods Across the Development Lifecycle
Zero Risk Enrollment: Receive a full refund up to the end of the first day of class.
Course features
This course teaches experienced UX researchers and game industry professionals how to apply research methods across the full arc of game development, from early concept through release and ongoing post-launch operation. At its center, the course guides you through the mindset shift games research requires, which is learning to separate intended friction (the difficulty, mystery, or struggle a designer wants players to feel) from unintended friction (usability defects that get in the way of fun). From there you'll learn to interview creative stakeholders for their design intent, select methods appropriate to each stage of development, and communicate findings inside a studio.
The course runs as a four-week Studio Simulation. You're assigned to either Team New IP, working on research for a brand new game still in early development, or Team Live Service, working on retention and seasonal content for an ongoing game that updates regularly. Sessions blend short lectures, hands-on workshops, and large group feedback. The course is decision-first and method-pluralistic, built to translate the skills you've already developed in other industries into the artistic and business frameworks games operate inside.
The course mirrors the way research is used across the game development cycle, from early concept validation through the operation of long-running live games.
You'll work inside a four-week Studio Simulation. On day one, you're assigned to Team New IP (researching an early-stage game still being shaped) or Team Live Service (researching seasonal content and player retention for an ongoing live game). Each week's deliverable builds toward a final Research Brief covering design intent, methodology, recruitment, and stakeholder communication for your team's specific game.
- Week 1: The Games Mindset (intended friction, heuristics, player motivations)
- Week 2: Design Intent and Game Design Heuristics
- Week 3: Choosing the Right Method for Each Stage of Development
- Week 4: The Business of Games and Socializing Results
Sessions combine short lectures, hands-on workshops, and large group peer review. You leave the course with a research brief you could realistically hand a creative director on Monday morning.
By the end of the course, you'll learn how to:
You'll learn to separate intended friction (the difficulty, mystery, or struggle a designer wants players to feel) from unintended friction (the usability defects that get in the way of fun). That distinction is what lets you interview creative stakeholders for design intent, draft success criteria that tie artistic vision to observable behavior, and write research questions that measure emotional resilience and engagement rather than just task completion.
You'll learn to place a game on its development timeline and pick the research questions and methods that matter most at that point. That means deciding between concept testing, rapid iterative testing, longitudinal playtesting, and surveys based on how stable the build is and how reversible the decisions are, and planning around the technical realities of games research, like unstable builds, specialized hardware, and the limits of remote playtesting.
You'll learn to synthesize player data two different ways: strategic insight for leadership and tactical feedback for developers. You'll also learn to translate a studio's business model (one-time-purchase versus ongoing live service) into research priorities, and to deliver high-stakes findings to artistic stakeholders in a way that protects creative trust while still changing what the team does next.
You'll be able to walk into a sprint planning meeting, an executive review, or a creative director's office and make the call on what research is worth running and what isn't. The course gives you a defensible logic for matching method to development stage, so your recommendations stop getting overruled by gut calls.
Whether you're interviewing for a games research role at a studio or pitching internally to lead games research at a publisher, you'll leave with a Research Brief that demonstrates your ability to think through design intent, method, and impact for a real game project. That brief is portfolio-grade.
The hardest part of games research isn't the method. It's surviving the conversation with a creative director who feels their vision is under attack. You'll practice the framings, the heuristics language, and the data presentation patterns that let you deliver hard findings while keeping creative trust intact.
Researchers from other industries (SaaS, FinTech, etc.) looking to break into the games industry, as well as people already working in games (e.g., designers, project managers) seeking a foundation in research methods. In addition, recent graduates pursuing gaming or human computer interaction (HCI) degrees that are interested in game research roles or learning how to run quality research as part of other roles.
Prerequisites
Comfort with foundational UX research methods (interviews, usability testing, basic survey design). No prior games industry experience is required. Familiarity with at least one video game genre as a player is helpful but not assumed.
Mariya Vizireanu, PhD
Meet your Instructor
Mariya has 8+ years of research experience in consumer insights, public opinion, and player experience. Over the past 5 years, she has worked as an embedded researcher for Rec Room (User Generated Content Platform) and Jam City (mobile game developer/publisher). Currently, she is the senior research consultant for Vibe Insights Lab.
Mariya has led end-to-end research studies on both live and in-development mobile games, new in-game experiences and creation tools for Rec Room (a UGC platform with thousands of player-created games), and managed internal VIP player communities. Mariya’s work resulted in increased retention, spending, and improved player sentiment for a variety of new experiences and features. She also teaches Games User Research as a required course for undergraduate game design students at Northern Arizona University (a top 50 games program in the world).
By course completion, you will confidently:
-
Categorize observed player struggles as intended friction or unintended friction, and defend that distinction to the team responsible for the build.
-
Select the right research method for a game's current stage of development, accounting for build stability, decision cost, and the studio's business model.
-
Conduct a Design Intent Interview that surfaces a feature's emotional and mechanical goals before any player is observed.
-
Communicate high-stakes findings to creative stakeholders in a way that protects the designer's vision while changing what the team does next.