Case Study · Xbox

One Front Door for Developer Support

When game creators hit a problem building for Xbox, help was scattered across forums, email threads, and internal tools they could not see into. Microsoft engaged Hitachi Solutions to rethink developer support end to end. Over eight weeks I facilitated the workshops and design sprints, and led the design of Polaris: a unified ticketing and tracking portal serving both game creators and the Xbox teams who support them.

Role
UX Lead, Hitachi Solutions
Client
Microsoft · Xbox
Timeline
2022 · 8 weeks
Scope
Workshops · design sprints · prototypes · user testing
13
User interviews before the first workshop
4
Workshops and design sprints facilitated
25
Usability sessions across both user groups
2
Validated prototypes, advanced to build phase

Context

Two audiences, one broken loop

Game creators building for Xbox, from independent studios to AAA publishers, run into platform issues on a deadline. In 2022 there was no single place to report one, and no way to see what happened after they did. On the other side of the loop, the Microsoft and Xbox teams responsible for resolving those issues were juggling Azure DevOps, forums, and email, with no shared view of the same ticket.

The engagement was deliberately two-sided: phase one focused on the external user (game creators), phase two on the internal user (the support and product teams). I led the UX work across both: thirteen user interviews to ground us, then a problem framing workshop and design sprint per audience, prototypes for each, and usability testing to validate them.

Framing

Getting fifteen stakeholders to agree on the problem

Cross-functional groups do not naturally agree on what is broken. The problem framing workshop forced the question: participants collected problems, affinity-mapped and voted, then placed the winners on a business impact versus business effort matrix. The stickies tell the story in the participants' own words: "Developers don't know when fixes ship," "No developer-facing interface to track requests," and the top vote, "Inability to easily track developer issues."

Business impact versus business effort matrix with sticky notes including inability to easily track developer issues and no developer-facing interface to track requests
The impact versus effort matrix. Every sticky in the top-right quadrant is a symptom of the same missing thing: a shared view of an issue's status.

The workshop's final exercise assembled problem, why, persona, and KPI into a single testable statement. The group's top-voted version became the brief for everything that followed.

Problem reframing exercise assembling problem, why, persona, and KPI into the top voted problem statement about external developers needing a single source of truth
The winning problem statement: game creators need a single source of truth for issue status, so they can resolve problems in time for their project deadlines.

Design Sprint

From long-term goal to a testable concept in two days

The design sprint compressed the classic week into two facilitated days plus a prototyping runway. Day one produced the long-term goal ("in two years' time, developers have a low-friction, secure way of communicating and tracking issues"), the sprint question ("can we track the entire issue lifecycle across multiple teams?"), and an end-to-end journey map of how an issue moves from a developer's desk through Microsoft's teams and back.

End-to-end user journey map from the design sprint mapping exercise showing the issue lifecycle from discovery through resolution
The sprint's journey map: the full issue lifecycle in one strip, exposing every place a developer currently loses sight of their ticket.

Day two ran lightning demos, three-part concept sketches, and a straw poll that crowned a winner (a concept the team named "Mo Tickets, Mo Problems"). We then breadboarded and storyboarded the ticket-creation flow step by step, with each step annotated with why it matters, the user's goal, and the features it requires. That storyboard was the direct blueprint for the prototype.

Breadboarding and storyboarding exercise mapping each step of the ticket creation flow with importance, goals, required features, and interface sketches
Breadboarding + storyboarding: the ticket flow decomposed step by step, from entering details through validation to the confirmation with similar issues attached.

Design

Polaris: track the whole lifecycle, respect both sides

The prototype, named Polaris, gives game creators the single front door the problem statement demanded: authenticated sign-in, a dashboard scoped to their studio's projects, guided ticket creation (summary, details, attachments, review), and a confirmation that immediately surfaces similar issues and articles so duplicate tickets never start.

Polaris sign-in page with Xbox branding, email and password fields, and portal navigation for home, news, tickets, and dashboards
Polaris sign-in. Authenticated access ties tickets to a studio's people and permissions from the first screen.
Polaris dashboard after ticket submission with a success toast, status counts for open, in progress, and resolved tickets, project cards, and a ticket tracking list with statuses, assignees, and priorities
The dashboard after submitting a ticket: a success confirmation, live status counts, and a tracking list where every ticket shows its state, owner, and priority. The lifecycle, finally visible.

The internal-user prototype answered the other half of the loop: a triage dashboard with filtering by team and category, explicit claim-or-assign ownership so tickets stop falling between teams, threaded communication attached to the ticket, and privacy stop gaps that protect unannounced titles before anything is shared externally.

Validation

Tested with the people on both sides of the ticket

  1. Small-batch usability sessions. Following the Nielsen Norman Group's small-group testing guidance, we ran 12 external-user sessions and 13 internal-user sessions across both prototypes, moderated in small groups over three testing days.
  2. Findings fed the recommendations. Testing validated the single-portal model and sharpened the backlog: integrate and sync with the Xbox and Microsoft ADO databases, add related tickets and articles, and build role- and team-based permissions for ticket visibility.
  3. Handed off with momentum. The engagement closed with documented workshops, tested Figma prototypes for both audiences, and a recommendation set that advanced into the client's blueprint and development phases.

Impact

Alignment first, then a portal worth building

2
Prototypes validated, one per audience, in 25 sessions
8 weeks
From first interview to tested prototypes and recommendations
→ Build
Advanced into blueprint and development phases

The lasting value was shared definition. Fifteen stakeholders across Microsoft and Xbox product, support, and engineering left the workshops agreeing on the problem, the user, and the KPI, and the tested prototypes gave the build teams something concrete to carry forward. As one participant put it during testing: "Half of us understood one problem, and the other half understood a different problem." The workshops ended that.

Reflection

What I took away

  • Facilitation is a design tool. The highest-value artifact of the engagement was not a screen, it was a problem statement fifteen people voted for. Screens only stay shipped when the organization agrees on why they exist.
  • Design both sides of a service. A support portal that delights developers but dumps chaos on internal teams fails within a quarter. Running a full phase for each audience kept the system honest.
  • Two days is enough. A compressed two-day sprint with disciplined homework (lightning demos as overnight assignments) produced a winning concept as reliably as the five-day format, and busy client teams actually attended.