A brand new Hybris platform for Sony Playstation
Hired as a senior UX to work on the brand new Game Developers Platform for Sony Playstation. A daunting task of working on a giant project which had failed twice before, in the US and in Japan. So it is no small feat that we have managed to deliver, third time lucky! Over the last 11 months on the project, I have also managed to add a few technical skills like Omnigraffle to my resume and learn a bit more about the dynamics of extremely large projects.
Portaltech (The World’s Hybris leader) are a global tech company that do huge projects with clients like Easyjet, Playstation, TUI, John Lewis, Sky and many others. They are global with 3 offices in Victoria, London – one of which the team working on the Playstation project were based out of. The project was pretty much end-to-end by Portaltech with support from Accenture. At the project’s peak in Dec/Jan, the UX and UI team consisted of around 7 UX and UI Designers and 3 Front End Developers. This Front End Team sat in the overall project along with Back End Dev teams, Business Analysts, Tech Leads and other teams.
For around 4 months I worked almost exclusively with the client, heading up the UX on a number of major releases (Work Package 2, 5 and 8 – there were 9 Work Packages in total) at Sony Playstation’s head office in Oxford Circus. Although the situation of ‘hot-desking’ was challenging at times, the experience was invaluable for the progression of the project, in working closely with the client we could easily identify what they needed. I forged good relationships with the client.
My manager, Andy adopted Omnigraffle over Axure to create quick, iterative wireframe frameworks, which proved effective as it soon became apparent in the initial phases that constantly fiddling with complex Axure interactions was costing Portaltech a lot of time. Axure is a great tool to create interactive wireframes across multiple screen sizes, however when it comes to quickfire wireframing under workshop conditions with the client all day long, it fails miserably. Omnigraffle is good at creating workflows of user journeys with over 30 pages on a canvas, but not so great at interactions like Axure.
One of the cool things about working on this project was that we got to hang out at the Sony Playstation offices, we often popped down to the canteen for breakfast, lunch, a beer or a shot, or my favourite: a game of Fifa, Streetfighter or Table Tennis!