This case study covers two connected pieces of work. The first is a bachelor's
thesis I wrote jointly with Cristian De Santis, evaluating Steam's five-screen
purchase flow through a heuristic evaluation, a survey of 37 users, and
semi-structured interviews. My half of the research focused on navigational
structure and interaction design. Cristian's focused on pricing, discounts, and
refund policy communication. Together, the study found a purchase flow that scores
in the "Good" band on the System Usability Scale, alongside one consistent,
specific gap: refund information was nowhere to be found, either during checkout
or afterward.
The second piece is mine alone. After graduating, before starting my master's, I
spent part of the summer designing and building an interactive fix for that
specific gap: a refund-status indicator on a game's own page that also shortcuts
straight to the refund request, and a small addition to the purchase flow
itself. Neither has been tested yet. Both are proposed,
working prototypes, not shipped features.