Changing your PlayStation ID

Designing the top requested PlayStation feature of all time
Project Overview
For many years, PlayStation was bombarded with what seemed to be a simple feature request: allow players to change their Online ID (username).

Most of these players had chosen their ID many years ago, and no longer want to be known by an ID such as “xXx_Ninja_xXx”.

But what's in a name? How valuable could this be? 

Within 4 months of release, 12 million players had changed their IDs, and repeat changers had already brought in $20 million in revenue.
My Contributions
Nearly all other gaming platforms including our biggest competitors had this feature. PlayStation's brand image suffered damage for every year they could not match what players saw as an industry standard feature.

As UX lead for the project, I pressed our teams to see past the technical request: we could not risk launching with a negative experience, and as the latecomer, we needed to exceed competitor experiences to stay in this game.

Though the main UI for this isn't much more than a form field, the devil is most definitely in the details for this one. I am fiercely proud to invite you to read on and learn more.

Interactive Prototype

This prototype covers the happy-path solution for Sarah, who is starting an ID change from her profile page on PS4.

For those unfamiliar with the DualShock 4 controller: The player navigates the system UI mainly through use of the joystick (alternatively, the up, down, left, and right arrows). Standard actions available are the X button (confirm) and O button (back/cancel).

Design Problems

We were set up for success. There was no question whether this feature was desired, and on the money side, competitors had already proven this is something players would pay for.

However, I found no shortage of challenges to address.

Choose one to learn more, or keep scrolling to read them all.
Top Secret Latecomer
Since other platforms already had a name change feature, players perceived the feature as small and easy, and felt ignored when PlayStation didn’t deliver. This also led to PlayStation not wanting to publicize that the feature was being worked on until a release plan was ready, which meant we could not do direct user research.
Slim Pickings
We still had a 16 character limit and no ability to free up old IDs from unused accounts or after a change. With nearly 100 million active users, this meant that we need to discourage reckless change.
Legal Lingo
We could not guarantee that the change would work with all games. Though our teams had given game developers ample notice that users would be able to change IDs, there was no way we could know if the change would lead to catastrophic failure with a specific game.

Top Secret Latecomer

Research
One of the biggest forces behind player dissatisfaction at not having this feature was that almost all major gaming platforms as well as social products had an analogous “ID” change option already. Most of them had it for *years* by this point.

Our research team was able to provide an initial baseline of findings (quantifying the top reasons players wanted change) but due to the order to keep the project under wraps, we were not allowed to do any additional user research on this project.

People who want to change ID:


However, since many competitors already had the feature, our lateness gave us a huge advantage--we could see what happened with each of their different implementations, avoid mistakes that other platforms had already made, and identify something that would make our experience better.

As a gaming console with a social platform element, I went for breadth and chose examples from purely game-focused to purely social-focused experiences, and even threw in Venmo which is questionably social at best.
I reviewed competitor change flows, then took to Reddit and other online forums to find out how their users had reacted to their different takes on name change.

I found that most problems that users experienced with competitor name changes could be traced to a lack of definition around what happens in each case between the person who changes ID and someone who may want to find them.
Findings Summary
Based on this, I added the following two stakeholders of the change system to keep in mind their use cases.

People who are impacted by the change:

Analysis
To decide what we should do, I followed one of our main experience goals: reduce disruption to group gameplay.

Most competitors who left it up to players to tell their friends had matchmaking available, meaning that the system can match you with other players (strangers) for a game. Since PlayStations's group gameplay flows often require identifying and choosing team members from a friends list, an ID change risks disrupting our main group gameplay flows.
Recommendation
I recommended that we should make it as easy as possible for users to share a change with friends without requiring it, and display the change prominently for a transition period so friends have time to encode the association.
Screenshot of final application that reads "Help Your Friends Recognize You / Let your Friends see your old online ID next to your new one on your profile on PS4. Only your Friends will see this, and it will automatically expire after 30 days." Users may choose "New and Old Online IDs" or "New Online ID Only" and afterwards,  "Confirm".
I knew this would be a big hurdle—this was unplanned work. This would require additional implementation work on profile, friends list, and search, not to mention the accounts service having to serve up two IDs on request instead of one—and account for visibility rules.

Though my PM agreed this was desirable, we needed buy-in from the social team PMs. I shared my thoughts and analysis, and while they predictably could not incorporate the full breadth of our ask given the remaining timeline, they agreed that not displaying an old ID at all would be a detractor to online gameplay.

After several rounds of sizing and technical back-and-forth with back end and front end teams from San Diego to Tokyo, we agreed to offer an option based on the most common user need—showing the old ID to your existing friends for a fixed period of time.

Screenshot of final application that reads "Help Your Friends Recognize You / Let your Friends see your old online ID next to your new one on your profile on PS4. Only your Friends will see this, and it will automatically expire after 30 days." Users may choose "New and Old Online IDs" or "New Online ID Only" and afterwards,  "Confirm".
Results

Even though I would have liked to give greater control, I’m very very happy that our teams were so supportive and made this happen. As simple of a UI as this is, no other gaming platforms offered this option, and we got our proof after launch—About 50% of all 12 million ID changers in the first 4 months opted to display their old IDs.
Image shows a reddit thread from after launch, jrriojase says "Man I hope there's some kind of "The player formerly known as doodoohead" feature. I have no idea who half of my friends list is and this would only make it worse." BiosNova replied "There is. You can display your old name for 30 days beside your new name."

Slim Pickings

We were still working with a 16 character limit on IDs and no way to free up old IDs even after a change. Without the change ability, each person would only occupy a single ID. Once changes opened up, each person could occupy multiple IDs and the issue would become far bigger.

Findings
‍I got a hold of our analytics and learned that new players creating an ID for the first time tried on average 7 unavailable IDs before successfully choosing (or settling for) one. Not only would players relive that challenge while changing IDs, they would further reduce the pool.
Though we had some serious conversations about how to revamp the system (teaser: Why do IDs need to be unique anyway?), that's a spinoff story.

So, funnily enough, with the business standing to profit from repeat changes, I spent a good amount of design time thinking about how to subtly discourage frequent changes.
Analysis
If you revisit the original reason for change--embarrassment--you might think "let's resolve this quickly." But breaking down why embarrassment happens, you see that you can only be embarrassed by something that you value.

In this case, when players are saying "we want to change IDs", what they are really saying is "we value how we are perceived by others on PlayStation, therefore we want our IDs to represent our current selves."

Theoretically, users should not be frivolously changing something that they value. No matter how cringey your first ID (or email address or screenname) was, it represented an important part of your life, and you have memories attached to that name.
Recommendation
In the midst of all the excitement players would feel with the long-awaited ability to change and the ensuing mad dash for available IDs, I saw the opportunity to remind them of how much they valued their time with PlayStation.

I recommended this line on the main ID change page:
"You've been playing as pottergirl14 since 10/12/2013."

I wanted players to see their name on screen (one last time) next to their account age, and used the language "playing as" to suggest social context.

My hypothesis was: if users spend time reflecting on the good times they had (and the bad) with their old ID, they would slow down and choose a new one wisely.
Results
Although there is no good way to measure the true effects of this design choice on ID selection, I kept a collection of anecdotes. Here are a few of my favorites:
After reading those, imagine for a second that we had chosen to encourage change. Perhaps said "Time for a change!" or tossed up something self-congratulatory like "It's finally here!".

We could have made it "quick and easy" to change, or thrown a "Are you sure? This change is irreversible" warning after selection.
.
.
.
Change isn't that easy.

I don't regret for one minute convincing a few people to keep their old IDs, even if it came about because we have a limited pool.
BONUS
Though we would have liked to open up the ID space more, it was not feasible at the time. However, we did also spin off a separate project to improve ID recommendations. The generated recommendations inspired articles such as "The Best (And Stupidest) Recommended PSN Names We Could Find," but after 7 failed attempts, who wouldn't get a laugh out of balding-hades278?

The boring reason why we went with this ridiculousness: Humans have a much larger passive vocabulary than active vocabulary. Recognition is better than recall. The recommendation engine's main job is to spit out words you forgot about until you find some inspiration.

Legal Lingo

The product managers and engineers on the project had been working on the infrastructure for years before I was brought in for the UX bit. It was a complex change, and they knew a lot that I didn't about where and how the ID change could fail.

Request
I was asked to show a highly alarming caveat to players before they changed IDs. It went something like "Changing IDs might cause you to lose game progress, in-game purchases, trophies, etc. If that happens, you can change back, but we can't guarantee you'll get everything back."

Hold up. The main workaround players have been using to address this lack of ID change was to create a new account. Creating a new account would make you lose game progress, in-game purchases, trophies, etc., but at least it did not include the drawback of potentially irreversible damage.

Did we collectively spend *years* working on a feature that had a chance of ending up worse than the workaround? Well, not exactly.

Analysis
I might not have been able to influence the technical outcome, but I was partly responsible for giving players an explanation via the change UI.

I dug into the gritty details of game developer vs platform responsibility and agreements, release dates, legal protections, and more. Long story short, we weren't releasing shoddy code and new games knew of the update for a while now, but we had no way of guaranteeing how older games would behave and therefore were legally bound to mention that it could cause problems.

Recommendation
I suggested to our product and legal teams that we should start off with positive language, stating up front what IS supported, and help users quickly identify whether they should be concerned.
Although I knew we couldn't test everything, I recommended that we publish a list of games that were tested and not found to have issues as well as potentially create a list of known issues for other games.

Results
Ultimately, we were overruled by the legal team and the language went back to a harsher tone. However, they kept the clarification that issues were due to game and applications not supporting the change and eventually created the game lists post-launch.

Many players were alarmed by the screen, but as the numbers show, not alarmed enough to stop 12 million changes from happening. I am still hopeful that as time goes by, these warnings can be further reduced or removed.

Afterword

This project was the starting point of what became one of my main missions at PlayStation: to grant gamer identity its due value on the platform.

I believed that player identity extended beyond the online ID, and is something that we impact as platform and game makers, not just something we should mirror onto a profile.

Unfortunately, most of the work following this concept is under NDA, but to those who are interested, I am more than happy to share with you some of the concepts behind designing for Identity.