Survey Results & Analysis
Making Sense of the Data
I combed through the data manually and created note cards in FigJam, organizing them by the game and question asked.
I reviewed the responses and color-coded the ones that had an emotional charge in yellow.

Developing Player Personas
As I began synthesizing the survey results into intelligence,
I simultaneously began to craft the player personas (aka user personas.)I based the personas on two clear trends in the data that I saw, and referenced
Bartle's Player Types as well as the
BrainHex gamer typology study.

Player Persona #1

Player Persona #2

Generating a UX Report
Finally, I completed a presentation in FigJam showing key UX insights. I visualized the data and findings whenever possible to keep it engaging and easy to browse for all team members.
It's quite a large report - but I'll share a closer look at the main sections below.
If you'd like to browse the report yourself,
here's a copy!

The first section shares ranked responses to the "What do you like/dislike about this game" question, along with suggestions.




I designed an Emotion Map diagram to show emotionally charged responses, sorting them by the intensity of the emotion.


Conclusion
So, how was the report received? From the point of view of a UX Designer, pretty well! Just take it from this first response from the project manager in our Discord channel:

As development on F.L.O. continues, this report and the player personas will provide an important heuristic to benchmark and steer the game's development.