Smart TV for Game Rooms

Category

UI/UX

Year

2026

University

Politecnico di Milano

Team

Berardini Cristiana

Buttazzoni Carlo

Delaini Francesco

Ng Jing Wen

Scherini Gaia

Project hero

Smart TVs are fading into the background. They have become irrelevant to the generation that grew up on screens. Is the TV truly obsolete, or has its design simply failed to keep up with how people actually live? My team set out to give it a new meaning.

Chosen context
Chosen Context

Our team chose the private game room, a bookable entertainment space where a central Smart TV anchors a shared experience across gaming, karaoke, streaming, and socialising.

Part 01

UX Research

The Problem

Game rooms in Milan are struggling. Even when the late-night game bar was packed with young people, the Smart TVs faded into the background. Present, but it was never part of the experience. Users told us there was no difference between playing with friends there and just playing at home for free.

Research Objective

To identify the unmet needs that prevent existing systems from supporting meaningful shared experiences in Milan's game rooms.

Research Workflow
Research workflow

We conducted strategic research to generate evidence-based insights for redesigning the Smart TV ecosystem. First mapping the current market and existing systems, then diving into user behaviours, goals, and expectations around the game room experience.

Initial Evaluation

Heuristic Evaluation
Heuristic evaluation

Heuristic evaluations were conducted by the research team to identify systemic interface drawbacks and initial pain points across three Smart TV interfaces. Evaluations were carried out against Nielsen's 10 Usability Heuristics.

Cognitive Walkthrough
Cognitive walkthrough

A cognitive walkthrough was conducted to assess whether a first-time user could complete core interactions using only what the interface communicated. The findings documented successes and failures to identify specific friction points.

Usability Testing

Usability testing was conducted to evaluate how real users interact with the existing Smart TV interfaces, identifying where the system causes friction, confusion, or task failure.

Usability test
SEQ

Single Ease Question

A single 7-point scale asked after each task. Measures perceived task difficulty with minimal interruption to the session flow.

UEQ

User Experience Questionnaire

A standardised scale measuring six dimensions: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty.

PREMO

Product Emotion Measurement

An animated character-based tool that captures emotional responses to a product, surfacing feelings users may struggle to put into words.

Result
SEQ result
Result
UEQ result
Result
PREMO result
User Persona

The Social Explorer

Marco is a 22-year-old gamer seeking social interaction, eager to experience a game room with friends for a fun, social night out.

Behaviours
  • Digitally fluent
  • Fast learner
  • Sees TVs as passive screens
Pain Points
  • Overloaded interfaces
  • Unintuitive remotes
  • Setup delays
Goal
  • Shared experience
  • Instant set-up
  • Inclusion
Social Orientation
Domain Expertise
Efficiency
5 Key Insights
01

The current Smart TV ecosystem is not designed for group use. Interaction is intended for a single user at a time, with the remote control continuing to be presented as the standard interaction tool.

02

The Smart TVs currently used in gaming rooms are standard consumer products, featuring conventional interfaces and remote controls that do not contribute to a distinctive experience.

03

Current Smart TV interfaces often require effortful navigation, failing to reflect the expected level of immersion and comfortable, lean-back experience.

04

Current Smart TV interfaces are overloaded with information, which slows down content discovery and reduces user satisfaction during interaction.

05

Current Smart TV navigation is largely based on linear scrolling and multi-step menus to switch between different activities (e.g., games, media), which slows down transitions and disrupts the momentum of shared sessions.

Problem Statement

Bloated interfaces, irrelevant content suggestions, and confusing navigation on Smart TV interfaces make the game room experience feel inefficient and time-consuming. These reduce what should be a purpose-built social space to nothing more than an ordinary living room setup.

Vision Statement

The Smart TV will act as a core social asset, transforming the game room into a purpose-built destination experience. It will feature unified navigation and relevant content to eliminate friction and technical delays during social play.

5 Design Requirements
01

Shared Experience

The system must accommodate parallel, simultaneous interaction from multiple users, granting individual agency to foster engagement, perceived fairness, and a feeling of active participation.

02

Ambient Immersion

The experience should reflect the immersive energy of a professional game room environment, distinguishing it from standard consumer-grade Smart TV.

03

Maximise Comfort

The interface of the TV should address the mental model of lean-back interaction, offering a straightforward, cohesive and effortless experience, even for first time users.

04

Reduced Cognitive Load

The system should organise content and functions around the group's social activity intent, minimising cognitive overload and removing irrelevant content from the user's path.

05

Seamless Transitioning

The system must facilitate intuitive, instantaneous shifts between different activities to maintain momentum during a session, eliminating technical pauses that disrupt group energy.

Part 02

UI/UX Design

With research insights and design requirements in hand, we are now moving on to design the experience.

Design Workflow
Design workflow

From concept to final prototype in 12 weeks, we iterated through lo-fi, mid-fi, and hi-fi prototypes with user testing at every stage.

Blue Sky Research
Blue sky research

Bluesky Research were conducted to collect inspirations from external fields and disciplines. Arcade rooms and retro-futurism were selected due to their strong association with shared entertainment spaces and their distinctive hybrid visual language.

Key Concept

This Smart TV interface centers on group momentum to reignite the thrill of competing together, offering a gaming experience that users cannot replicate at home.

Information Architecture
Information architecture

Information Architecture is the structural blueprint of the system, defining how content and features are organised and navigated. We validated it through Card Sorting and Tree Testing to ensure it matched the users' mental model.

Card Sorting
Card sorting

Open Card Sorting asked users to group content labels into categories according to their own logics. This allowed us to observe where they would expect to find specific features within the system.

Tree Testing
Tree testing

During Tree Testing, users were asked to identify the correct path to locate the requested information. This allowed us to validate that the proposed structure was user-centred before moving on to wireframing.

Lo-fi Prototype Testing

Each participant was presented with the lo-fi prototype (TV and tablet) and asked to complete a set of tasks. This helped us understand whether it supports the core behaviours a game room demands.

Lo-fi prototype
6 Key Insights
Insight 1

Onboarding on TV caused friction

The onboarding process was too long for a time-sensitive experience. Too much time is spent entering information and customizing.

Insight 2

Tablet karaoke were unclear

In the karaoke section, the queue list and recommendations felt unclear, and "Add to queue" should trigger on song click, not as a separate step.

Insight 3

Settings need to be redefined

In settings, Help and Player didn't really fit, while the Timer was important enough to deserve a place at the top, without a subsection.

Insight 4

Select game pack overload

In the gameathon, too many actions were packed onto one screen. The pack selection overloaded users and needed to be redistributed more linearly.

Insight 5

Build excitement

Users also suggested a build-up through transitions and animations for the scoreboards to anticipate excitement.

Insight 6

Ambiguous language

Ambiguous language choices were unclear in the functional text.

Added Touchpoints

Added touchpoints

To create a truly shared experience, we expanded beyond the TV screen. By introducing four interconnected touchpoints, our solution became an ecosystem that turns a regular game room visit into something worth coming back for.

Mid-fi Prototype Testing

Each user was presented with the mid-fi web app prototype alongside the TV interface, and asked to complete a set of tasks. This is to understand whether the mid-fi prototype successfully supports the cross-device phone-to-TV karaoke experience.

TV Interface
Mid-fi prototype
WebApp Interface
Mid-fi prototype 2
5 Key Insights
Mid-fi Insight 1

Guest login to skip onboarding

Users suggested option of guest login for those who just want to play without a full account.

Mid-fi Insight 2

Homepage needs to be redefined

Users were expecting the homepage to be more functional rather than informational.

Mid-fi Insight 3

Clearer turn communication

A clearer way to show who's singing during the karaoke battle.

Mid-fi Insight 4

Volume settings were confusing

Too many types of buttons in one page confused the users.

Mid-fi Insight 5

Rearrange the bottom tab icons

Rearrange the tab icons so it's more aligned with user's mental model.

Hi-fi Prototype Testing

Users navigated the interface using an 8BitDo controller equipped with our cartridge attachment. This test was simulated as close to a real game room experience as possible across all touchpoints simultaneously (TV, WebApp, controller, microphone, cartridge).

TV Interface
Hi-fi prototype
WebApp Interface
Hi-fi prototype 2
Physical prototypes
Physical Prototypes

Our physical prototypes were built and ready for showcase testing: a controller, a microphone, and physical cartridges that users could hold, interact with, and respond to in real time.

Showcase

Showcase

Most of the users came in small groups during the Showcase, just like how it is in the actual game room. In this evaluation, we sought to determine how effectively the ecosystem balances individual control with collective coordination.

SEQ

Single Ease Question

A single 7-point scale asked after each task. Measures perceived task difficulty with minimal interruption to the session flow.

UEQ

User Experience Questionnaire

A standardised scale measuring six dimensions: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty.

PREMO

Product Emotion Measurement

An animated character-based tool that captures emotional responses to a product, surfacing feelings users may struggle to put into words.

Result
Showcase SEQ result
Result
Showcase UEQ result
Result
Showcase PREMO result

UEQArcadia scored positively across all six dimensions, all sitting around +2 to +2.5, compared to the other TVs.

SEQArcadia outperformed the other TV on all five tasks. All tasks appear to meet or exceed the passing threshold.

PREMOArcadia's cluster is noticeably larger and skewed toward positive emotional expressions.

6 Key Insights
Hi-fi Insight 1

Clearer intro for gameathon

There should be a clearer explanation to differentiate gameathon from regular gaming.

Hi-fi Insight 2

Separate in-room features

In-room features should be accessible only in the game room.

Hi-fi Insight 3

Search category was confusing

Search song by category wasn't really aligned with users' mental model, instead they were more familiar with a single search bar like the Spotify experience.

Hi-fi Insight 4

Replace the add to queue icon

Add song to queue button was too small.

Hi-fi Insight 5

Add feedback after action

Missing feedback after adding a song.

Hi-fi Insight 6

Karaoke tab wasn't obvious

The bottom tab on the karaoke page should be more prominent.

Final Product

Arcadia's Final Look

Final Interfaces
TV Interface
Final TV interface
WebApp Interface
Final WebApp interface
Branding
Branding
Typography
Typography
Components
Components
Cartridges
Cartridges
Microphone
Microphone
Controller
Controller

Our Differentiators

Arcadia is not just better by design, it is proven. Our UX research results show measurable improvements in efficiency, satisfaction, and emotional response. Built to replicate: it turns first-timers into regulars, connects them to the Arcadia community, and gives every game room a lasting identity. Arcadia is a business model built to scale.

Regular TVArcadia

Users expressed no difference to gaming at home.

Arcadia introduces distinctive experiences such as Gameathon and unique Karaoke features.

Most TVs only remember what you like to watch and give recommendations.

Arcadia remembers you and your personal identity. When regulars return, Arcadia picks up exactly where they left off.

Someone always has to be the host in group play.

Let Arcadia be the host. During the Gameathon, each player can participate in a democratic vote to choose the next game together.

Information overload and frictions in switching activities.

Arcadia enables simple navigation and seamless switching between activities.

Essential features are buried in settings.

Intuitive and minimal layout, allowing users to find what they're searching for more easily.

Standard interfaces not tailored to the immersive nature of game rooms.

Distinctive visual identity designed to make the experience immersive and memorable.

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