Learning to play & teaching others

The first step in this process is to learn to play the game of 25 and fully understand the rules.

Once the game is understood others need to be taught how to play so that how someone learns to play can be observed.

Website Research

REsearch was also conducted with users on the existing site with observations noted.

Research Findings

Findings and observations from the website play test and in person teaching were noted and organised into empathy maps.

These findings were refined into Pain Points and Goals to guide the design.

Pain Points
  1. Lack of tutorials, a learning platform or help within the app
  2. Game doesn't feel like a game. There is no real-world counterpart
  3. Lack of options for different game modes (Private, Offline)
  4. Site feels unsafe or suspicious
  5. User decisions have unclear outcomes
  6. Users are getting frustrated and are leaving the site
User Goals
  1. Clear tutorial needs to be created, and help and learning platforms needs to be created
  2. Gameplay needs to “feel” more like its real-world counterpart (real deck of cards etc.)
  3. Further options for different game modes need to be created
  4. Site needs to be modernised, spell-checked, and polished to make the user feel secure while playing
  5. Labels on buttons and menus need to be clearer
  6. Game needs to be made more inviting, with added tutorials and gameplay needs to be clarified for users

Three Phased Teaching Method

A three phased design apporcah was devised that would gradually teach the user how to play, while not overwhelming them with information.


Irish Identity

Visual style chosen to reflect the Irish aestethic requeted by the company owner.

Clear Tutorial

A place for new comers to easily learn how to play before playing against others.

Invite Players

Set up private games to play with your friends and family.

Insipring Competition

Clear leaderboards added to showcase top performing players and counties.


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