Redesign

Zynga PlayApp

Designing an Internal QA Tool for Large Scale Game Development

Team


1 Product Designer (me)

1 Design Mentor

1 Product Manager

Focus


Internal Systems

Operational Clarity

Scalable State Management

Timeline


2 months


Overview

Zynga’s game testers relied on manual workflows to test builds, report bugs, and communicate issues across teams.

I led the redesign of an old internal mobile application that centralized game testing workflows, improved reporting clarity, and reduced friction between QA, product, and engineering teams.

This tool was used internally and designed under real production constraints, tight timelines, and evolving requirements.

Problem Definition

  • Operational Friction
    Testers used multiple different tools (excel, slack, email, etc.) to log bugs, track builds, and communicate issues, slowing down testing cycles.


  • Information Gaps
    Bug reports often lacked consistent structure, making it difficult for developers to quickly understand and resolve issues.


  • Scalability Challenges
    Existing workflows did not scale well across multiple games, builds, and testing sessions.

Business and Team Goals

1

Improve testing efficiency and clarity

2

Standardize bug reporting across teams

3

Reduce feedback loops between QA and developers

4

Support faster iteration cycles during game development

User Goals

Speed

Log issues quickly without breaking testing flow.

Clarity

Ensure bugs are documented with consistent, actionable information.

Visibility

Track testing progress and reported issues in one place.

Constraints & Scope

  • Internal tool used by key stakeholders found within the company

  • Had to integrate with existing Zynga workflows and systems

  • Tight development timelines tied to active game releases

  • Designed for testers with varying technical experience

Research & Insights

I collaborated closely with QA testers (employees with different roles within the company) to understand their daily workflows, pain points, and reporting needs.

Key Insight

Testers needed structured guidance when reporting bugs, not more fields. Reducing cognitive load was more impactful than adding flexibility.

This insight shaped the decision to use predefined states, templates, and guided reporting flows.

Solution & Design Process

I designed a mobile-first internal tool focused on clarity, speed, and consistency.


Key features included:

  • Structured bug reporting with predefined states and fields

  • Build and session tracking to reduce duplicate reports

  • Clear handoff points between QA and engineering

  • Status visibility to track progress and resolution


The design prioritized function over aesthetics, ensuring the tool supported real production workflows rather than idealized processes.

Design Challenge #1: Game Promotion

How might we increase new employee participation in testing and exploring new games?

Design Challenge #2: Feedback Feature

How might we enhance the accessibility and functionality of obtaining feedback from users?

Design Challenge #3: Favourites Feature

How might we increase visibility and awareness of the Favourites feature to encourage its use and demonstrate its benefits?

Design Challenge #4: Playtests

How might we organize and display playtest information to enhance the readability, accessibility, and management of current and historical playtests?

Tracking KPI's

While my designs had not fully been developed by the time my internship had ended, I left KPIs that could be tracked to test for effectiveness

Design Challenge #1: Game Promotion

KPI: Increase in Employee Participation in Game Testing

  • Metric: Percentage increase in the number of unique users engaging with game testing.

  • Baseline: Current number of unique users participating in game testing.

  • Target: Achieve a 30% increase in participation within the first three months post implementation.


Design Challenge #2: Feedback Feature

KPI: Enhanced Feedback Submission

  • Metric: Number of feedback submissions received through the in app feedback feature.

  • Baseline: Current number of feedback submissions through external tools (e.g., email).

  • Target: Reduce external feedback submissions by 80%, with a corresponding increase in app feedback submissions.


Design Challenge #3: Favourites

KPI: Utilization of the Favourites Feature

  • Metric: Number of users utilizing the Favourites feature.

  • Baseline: Current usage rate of the Favourites feature.

  • Target: Achieve a 50% increase in the usage of the Favourites feature within two months.


Design Challenge #4: Playtests

KPI: Improved Playtest Management

  • Metric: User satisfaction with playtest information accessibility and organization.

  • Baseline: Current satisfaction levels measured through user surveys and feedback.

  • Target: Improve user satisfaction ratings by 25%, as measured by post implementation surveys.



Takeaway

  • Internal tools succeed when they reduce cognitive load, not when they add flexibility

  • Designing for production workflows requires prioritizing clarity over aesthetics

  • Collaboration with non design stakeholders is critical in operational products