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Work / Product UX/UI / GAME · Website and app redesign proposal

Buying on GAME.es costs more than it should

A redesign proposal for GAME Spain's website and app, self-initiated and with no client brief: qualitative and quantitative user research, heuristic, conversion and accessibility audits, competitive benchmarking, a new information architecture, wireframes, a visual system, A/B experimentation and the business impact modelled.

Self-initiated proposal · UX Research · CRO · Accessibility · UI — 2026

Project 04 of 28 in the archive 04 of 09 in Product design UX/UI See the whole discipline ↗

Case study cover: buying on GAME.es costs more than it should

Client

None · self-initiated proposal on GAME Spain, unsolicited

Discipline

UX Research · CRO · Accessibility · UI

Year

2026

Role

Product Designer — UX Researcher — UI Designer

Scope

Home → listing → product page → basket → checkout

Fieldwork

2 Jun — 20 Aug 2026

Deliverables

Research · Architecture · Wireframes · Visual system · Impact model

Focus

Comparison · omnichannel · conversion · WCAG 2.2 AA

(00) — The thesis

GAME holds an asset almost no online competitor can replicate. And the website doesn't use it.

Three hundred physical stores, pre-owned stock with a warranty and a living membership scheme. The site, however, is built as a promotional shop window rather than a decision-making tool: it organises the catalogue instead of organising the purchase.

45%

Average success rate across the five critical tasks of the moderated test

n=12 · think-aloud
58.4

SUS score for the current site: grade D, 25th percentile of the industry

n=96 · post-task
21%

Internal searches returning zero results, with a 62% bounce rate

30 days · analytics
1.71%

Overall session-to-order conversion. On mobile, 1.12%

~1M sessions
38%

Direct success across the six missions of the unmoderated test

n=148 · Maze
1.7

Average benchmarking score, against a market average of 2.6

13 dimensions · 5 sites
17

WCAG 2.2 AA criteria failed, six of them blocking level A issues

Manual audit + axe
4.7%

Sessions that apply any filter, against 18-24% in the sector

GA4

How to read this case study

Every block declares where its data comes from. The chapters marked as expert evaluation —heuristics, CRO audit, accessibility and benchmarking— come from direct observation of the live site and are verifiable by anyone who opens game.es.

The chapters marked as simulated —interviews, usability tests, survey, analytics, card sorting and experiments— reproduce the full method with plausible synthetic data. They are here to show how each technique is designed, run and read, not to assert facts about GAME. That distinction is what separates an honest case study from a pretty presentation, and it is kept on every page of the study.

The five findings that govern the redesign

Findings prioritised by conversion impact and converging evidence
#FindingConverging evidenceSeverity
01 Pre-owned doesn't compete with itself. GAME's most differentiating offer lives in a separate category: comparing new and pre-owned versions of the same title means opening two product pages. 8/8 interviews · 33% success on T2 · 67% of the survey say they compare prices before buying Critical
02 The physical store is invisible online. There is no store-level stock on listings or product pages, and no persistent store selector. The biggest differentiator is resolved over the phone. 25% success on T4 · 6/8 interviews call or visit a store to check · store NPS +31 against −12 for the site Critical
03 Search is a dead end. No autocomplete, no typo tolerance; the zero-results page offers no alternatives whatsoever. 21% of searches return zero · 62% bounce in those sessions · heuristics 5 and 9 Critical
04 “Reserve” and “Pre-purchase” mean nothing to users. Nobody knows when they are charged, when it arrives, or what happens if the price drops. 42% success on T3 · 7/8 interviews cannot tell the two terms apart · heuristic 2 Critical
05 The architecture mixes axes. Platform, product type, condition and campaign all sit at the same menu level; card sorting proves users do not think that way. 41% success in tree testing of the current tree · 0.31 agreement on the pre-owned cards Critical

The thesis behind the redesign

Stop organising the site around the catalogue and organise it around the decision: which platform I own, which version of the game suits me, where and when I get it. The three axes that are separate categories today —new/pre-owned, physical/digital, online/store— become persistent facets present across the whole journey.

What the redesign is worth

The four experiments run against that thesis are modelled on the study's funnel. In the base scenario, the full redesign moves conversion from 1.71% to 2.02%.

+18.4%

orders per year — equivalent to +€2.41M in sales and +€0.70M in gross margin (+€0.83M counting the secondary effects) on a €14.8M online channel.

Modelled range: +10.3% in sales in the conservative scenario and +23.5% in the optimistic one. Sales in euros grow less than orders because the comparator shifts the mix towards pre-owned (average basket −1.8%), and that is exactly why margin grows almost twice as fast as revenue. A fifth experiment —stock urgency— was dropped despite winning on conversion, because of its effect on returns.

A risk that never shows up in the funnel

The accessibility audit finds 17 failed WCAG 2.2 criteria, six of them level A: the carousel cannot be paused or operated with a keyboard, the mega menu traps focus, and forms flag their errors with colour alone. Since June 2025 this is not only a barrier for the 15% of the population living with a disability —around €1.8M of potential GMV— but a breach of the European Accessibility Act. It is the only chapter of this report whose argument is not conversion.

(01) — Context and goals

It competes with three markets at once and holds an advantage in only one

GAME Spain runs an ecommerce that competes simultaneously with Amazon (price and logistics), with the platform storefronts (convenience) and with the peer-to-peer second-hand market (price).

Its defensible advantage is precisely the one the site does not exploit: the physical network and the verified pre-owned circuit. The entire redesign is about no longer hiding it.

What we found on the current site expert evaluation

The August 2026 audit documents a main menu with nine top-level entries —Video games, PC Gaming, Gift Cards, Computing, Promotions, Pre-owned, Merchandising, Film and Comics, Electronics—, a home page with more than a dozen promotional carousels, a listing with three grid modes, a filter panel reduced to price, availability, condition and purchase type, and a search box with no suggestions.

Business

Business goal

Increase conversion in the online channel and capture more click-and-collect orders, while raising the share of pre-owned — the highest-margin product in the catalogue.

Research

Research goal

Understand how a video game buyer in Spain makes a decision, where that process breaks on game.es today, and which information structure best supports that decision.

Research questions

Research questions · RQ-1 to RQ-5
IDQuestion
RQ-1How does a user build the set of options they consider —platform, edition, format, condition— and in what order?
RQ-2What information do they need to choose between new and pre-owned, and why don't they use it today?
RQ-3What role does the physical store play in a purchase that starts online, and where is that bridge lost?
RQ-4What mental model do users hold of the catalogue, and how far is it from the current navigation tree?
RQ-5Which specific checkout frictions explain the conversion gap between mobile and desktop?

Out of scope declared

The native app, the non-gaming electronics and computing catalogue, after-sales and returns processes, and any redesign of the membership scheme beyond its presence in the purchase flow.

(02) — Methodology and technical sheet

Qualitative work generates the hypothesis; quantitative work sizes it; the experiment kills it

A sequential exploratory mixed design in four phases. Interviews generate the hypotheses, the survey and the analytics size them, expert evaluation contrasts them against market standards, and production experimentation validates or discards them.

No finding in the executive summary rests on a single technique. That is the one non-negotiable rule of the study.

WK 1–2WK 3–5WK 6–8WK 9–12 ExploreSizeStructureValidate 8 one-to-one interviewsHeuristic evaluationCRO auditBenchmarking · 5 sites Survey n=412Moderated test n=12Unmoderated Maze n=14830 days of analytics · GA4 Card sorting n=62Tree testing n=95Low-fi wireframesVisual system 5 A/B testsHi-fi prototype n=10Post-redesign SUSValidation Maze n=96 hypothesesprioritydesign TRIANGULATION · no finding in the executive summary rests on a single technique
Figure 01. Each phase delivers an artefact that conditions the next one: the interviews set the test tasks, the test and the analytics set the card sorting priorities, and the resulting architecture decides what goes to experiment.

Technical sheet

The table explicitly distinguishes the type of each method —qualitative, quantitative or expert evaluation—, the platform it was run on and the origin of the data behind each block of the report.

Techniques, type, platform, sample and data origin
TechniqueTypePlatformnOrigin
Semi-structured interviews
60 min · five-block guide · closing think-aloud
QualitativeGoogle Meet + Dovetail8simulated
Moderated usability test
5 tasks · post-task SEQ · 7 mobile / 5 desktop
QualitativeLookback + Maze12simulated
Unmoderated mission test
6 missions · heatmaps · misclick rate · path analysis
QuantitativeMaze148simulated
Online survey
Quotas by age, gender and platform · ±4.8% (95% CI)
QuantitativeTypeform + national panel412simulated
SUS and NPS
Standard 10-item scale, applied post-task
QuantitativeMaze · Typeform96simulated
Behavioural analytics
Funnel, internal search, filter usage, rage clicks
QuantitativeGA4 · Clarity · Hotjar~1Msimulated
Hybrid card sorting
54 cards · similarity matrix · dendrogram
QuantitativeOptimal Workshop62simulated
Tree testing
6 tasks · two waves: current and proposed tree
QuantitativeOptimal Workshop95simulated
A/B experimentation
50/50 by user · ≥2 weekly cycles · guardrails
QuantitativeGrowthBook5simulated
Nielsen heuristic evaluation
10 heuristics · 3 evaluators · severity 0-4
Expert eval.Guided walkthrough of the site5 screensobservation
CRO audit
8 blocks · findings prioritised by impact and effort
Expert eval.Guided walkthrough of the site24observation
WCAG 2.2 AA audit
axe · Lighthouse · NVDA · VoiceOver · keyboard
Expert eval.Live analysis5 screensobservation
Competitive benchmarking
13 dimensions · 5 competitors · 1-3 scale
Expert eval.Live analysis5 sitesobservation

Quality criteria applied

  • Saturation. From interview 6 onwards no new codes appeared in the price-comparison and physical-store blocks; it was closed at 8 to cover the PC profile.
  • Double coding. All 8 transcripts were coded by two researchers in Dovetail; inter-rater agreement κ = 0.79 across 34 codes.
  • Demand bias. Tasks were framed as goals, never as routes: “get game X for your console”, not “use filter Y”.
  • Sample separation. No interview participant took part in the moderated test, the card sorting or the tree testing.
  • Statistical power. A/B tests were sized ex ante to detect an 8% relative MDE with power 0.80 and α = 0.05.
  • Guardrails set up front. Every experiment defined its guardrail metrics before launch, so a test could be rejected even when it won on the primary metric.
(03) — In-depth interviews simulated

Eight conversations about the last real purchase, not about what people “usually” do

Eight 60-minute semi-structured interviews, recalling the last real purchase and moving into a commented walkthrough of game.es in the second half of the session.

Questions are written to elicit remembered behaviour, not stated opinion: we ask about the last time something happened, never about what the person believes they normally do.

Recruitment screener

Inclusion criteria

  • Has bought at least one video game, console or gaming accessory in the last 6 months, through any channel.
  • Lives in Spain and has a GAME store less than 30 minutes from home.
  • Platform quota: minimum 2 PlayStation, 2 Nintendo, 1 Xbox, 1 PC.
  • Channel quota: minimum 3 who habitually buy in physical stores.

Exclusion criteria

  • Works or has worked in video game retail, in UX or in digital marketing.
  • Has taken part in a user study in the last 3 months.
  • Buys exclusively digital with no exception in the last 12 months: a profile outside the scope of the physical channel.

Literal screening questions

  • “When was the last time you bought a video game or something related, and what exactly was it?” (open question, no options: avoids the acquiescence bias of a closed screener)
  • “Of the last three purchases you can remember, where did you make them?” (classifies channel without asking about it directly)
  • “Have you ever bought or sold a second-hand game or console? Where?”

Interview guide

Block 0 · Framing (5 min)

  • Consent, recording and framing: “there are no right answers, we are not evaluating you, we are evaluating a website”.
  • “Tell me what you have been playing lately, and on what.”

Block 1 · The last real purchase (15 min)

  • “Walk me through the last time you bought a game. What happened first?”
  • “How did you find out that game existed, or that you wanted that one specifically?”
  • “Between wanting it and buying it, how long passed? What did you do in between?”
  • “Did you check the price anywhere else? Where, and why there?”
  • “Did you hesitate between two options? Which ones, and how did you settle it?”
  • Probe: “You said it was ‘cheaper’. Cheaper compared to what exactly?”

Block 2 · Second-hand and product condition (12 min)

  • “Have you ever bought a used game or console? Tell me about that time.”
  • “What worried you before hitting buy?”
  • “If you saw the same game at €69 new and €44 pre-owned, what would you need to know to decide?”
  • “Have you ever sold or traded games? How did it work?”

Block 3 · Physical store and online (10 min)

  • “When was the last time you walked into a GAME store? What were you there for?”
  • “Before going, did you check anything online? What were you trying to find out?”
  • “Has it happened that you went to a store and they didn't have what you wanted? What did you do?”
  • “When you buy online for store collection, what worries you most?”

Block 4 · Commented walkthrough of game.es (15 min)

  • “Imagine you want to give a game to someone who owns a Switch 2. Show me how you would look for it. Keep telling me what you are thinking.”
  • No intervention. Only: “What did you expect to happen?” / “What made you do that?”
  • “What does ‘Pre-purchase’ mean to you? And ‘Reserve’?”
  • “If you had to remove something from this page, what would you remove?”

Block 5 · Closing (3 min)

  • “If this site could do one single thing better tomorrow, what would it be?”
  • “Is there anything you expected me to ask that I haven't?”

Participants

P1 · Álex

24 · Madrid · PS5 + PC
Buys 1-2 games/month · pre-orders editions

Buys almost everything on release day and in special editions. Uses GAME for the exclusive pre-order bonuses, but checks the price against two other retailers before confirming. Has never bought pre-owned “for a game I care about”.

“I pre-order at GAME because they give me the steelbook, not because the site makes it easy. The site is what I have to put up with to get it.”

P2 · Marta

38 · Seville · buys for her son (11)
3-4 purchases/year · doesn't play

Her biggest fear is picking the wrong platform. She buys in store because “someone confirms it's the Switch one”. She has abandoned game.es twice for not being sure.

“It says Switch, Switch 2, and then further down Switch again. I have no idea if mine works. I'd rather go and ask, even if it costs me an afternoon.”

P3 · Dani

17 · Valencia · Xbox Series S
Pre-owned only · budget < €30/month

Buys used exclusively and sells whatever he finishes. He knows the trade-in circuit better than the website: he learnt it in store, not online. Always browses on mobile.

“What I want is to see the game and read: new 70, used 38. On the same screen. Right now I have to open two tabs and eyeball it.”

P4 · Nuria

31 · Bilbao · PC gaming
Buys components · researches for weeks

Compares specifications across four sites. She uses game.es only to check whether she can collect it today in store; when she can't tell, she buys elsewhere.

“If it doesn't tell me whether it's in the store next door, it's just another online shop to me. And as another online shop, it doesn't win.”

P5 · Carlos

45 · Zaragoza · retro and collecting
GAME member since 2012

Accumulates points and doesn't know how many he has or how to use them until checkout. He discovered the retro section by accident.

“The points show up at the end, once I've already decided. If I saw them earlier I might buy something else.”

P6 · Lucía

28 · Barcelona · Switch
Occasional buyer · 100% mobile

Always arrives from an external search or from social media. She rarely navigates by menu. The home page feels like “a leaflet” to her.

“I come in looking for one specific thing and I find twelve carousels. I already know what I want, just let me get there.”

P7 · Iván

33 · A Coruña · PS5
Buys on Amazon by default

Not a customer. He only goes to GAME when Amazon is out of stock or when there is an exclusive. His criteria are “when it arrives and what it costs me to return it”.

“At GAME I don't know when it arrives until I've already entered my card. That alone puts me off.”

P8 · Sara

21 · Murcia · Switch + mobile
Buys TCG and merchandise

Came in for Magic cards and discovered GAME sold games. She struggles to find the card section: she looks for it inside “Merchandising” and doesn't make the connection.

“I'm not here to buy merchandise, I'm here to buy cards. It's not the same thing.”

Thematic analysis

The 8 transcripts produced 412 coded fragments, grouped into 34 codes and 6 themes. The table lists themes by frequency and density —how many participants mention it and how often it appears—, which is what separates a cross-cutting theme from one person's intense anecdote.

Affinity mapping themes · 8 participants · 412 fragments
ThemePart.Frag.Description and dominant code
T1 · Comparing is the real work8/896The decision is not “which game”, it is “which of these versions”. Price, edition, format and condition get compared before buying, almost always off-site. comparison-off-site
T2 · Fear of incompatibility6/871Especially among non-playing buyers and in the Switch → Switch 2 transition. The doubt is not resolved: it is avoided by switching channel. abandonment-by-doubt
T3 · The store as a guarantee6/864The physical store solves what the site does not: existence, compatibility and immediacy. The phone is used as a stock API. offline-verification
T4 · Opaque vocabulary7/858“Reserve”, “Pre-purchase”, “Verified pre-owned” and “GAME Points” are read in different and sometimes contradictory ways. internal-jargon
T5 · Promotional noise5/873The home page reads like a printed catalogue: it gets leafed through, not used. Users with clear intent skip it entirely. promotional-density
T6 · Delivery uncertainty5/850Date, cost and return conditions appear too late in the flow, almost always once inside the checkout. late-information

Insights and derived solutions

Insight I-1 · T1

Users do not compare products: they compare versions of the same product. The site models each version as an independent product, so it forces people to rebuild by hand a comparison that should be a single control.

Solution

A unified product page per title with a variant selector (platform · edition · format · condition) and a price that updates live. One canonical URL per title, variants as parameters.

Metric · product page → order CVRValidated in A/B #1: +15.5%Heuristics 6, 4
Insight I-2 · T2

Compatibility doubt does not generate enquiries: it generates silent abandonment. Nobody writes to customer service to ask whether a game works on their console; they go elsewhere, or to the store.

Solution

“My console” as a saved preference: the user declares their platforms once and the site marks every product as compatible or not, with an explicit warning before adding to basket.

Metric · add-to-cart with the wrong platformTarget −60%Heuristic 5
Insight I-3 · T3

The store network is acting as unpaid customer service for the online channel. Six out of eight participants have phoned a store to ask about stock the website could simply display.

Solution

A persistent store selector in the header plus an availability chip on listings and product pages (“Today in Nervión · 2 left”), with collection as a first-class delivery option rather than a checkout step.

Metric · % click & collect ordersBaseline 9.4% → target 14.8%A/B #3 inconclusive · re-test
Insight I-4 · T4

“Reserve” and “Pre-purchase” are internal accounting categories exposed as product labels. Users don't need to know what the operation is called: they need to know when they pay and when they get it.

Solution

Replace the label with a sentence carrying both dates: “Charged on 14 Nov · you get it on release day, 21 Nov”, plus a lowest-price guarantee until launch.

Metric · success on the pre-order taskBaseline 42% → prototype 92%Heuristic 2
Insight I-5 · T5 + T6

The home page optimises for the user without intent, who is the minority. The user with intent —the one who converts— crosses it as fast as possible and pays the promotional density as a toll.

Solution

A two-speed home page: direct access in the top half (prominent search, “my platforms”, resume where I left off, my pre-orders) and editorial curation below, cut from 12 modules to 5.

Metric · home → listing CTRBaseline 22.4% → 29.8%Pending test
(04) — Personas and journey map simulated

Four archetypes separated by their decision criterion, not by their age

The archetypes come from the themes, not from demographics. What separates them is the dominant decision criterion, because that is what determines which information they need and at which point of the journey.

18% of the sample · ~34% of GMV

The completist “don't let it slip away”

Decides on: exclusivity and date.

Needs: to know which editions exist, what each one includes, when they are charged and what happens if it sells out.

Breaks atThe pre-order page, which explains none of those four things.
27% of the sample · ~19% of GMV

The gift buyer “don't let me get it wrong”

Decides on: certainty of compatibility. With sharp peaks in campaign season.

Needs: explicit confirmation that the product works with the recipient's device.

Breaks atThe listing, where platform labels pile up with no hierarchy.
33% of the sample · ~22% of GMV

The optimiser “same thing, cheaper”

Decides on: price per unit of value. This is the best-margin archetype in the catalogue.

Needs: to see new and pre-owned together, with condition and warranty spelled out.

Breaks atThe structural split between the new and pre-owned catalogues.
22% of the sample · ~25% of GMV

The impatient one “I want it today”

Decides on: immediate availability.

Needs: store-level stock and a delivery date before deciding.

Breaks atThe whole journey, because that information doesn't exist until checkout.

Journey map of the optimiser

We map the archetype with the best margin and the worst current experience. The emotion curve comes from the post-task ratings of the 12 moderated-test participants, averaged by phase.

TriggerSearchComparisonDecisionPurchase highlow 4.64.12.42.93.3 MEAN SEQ (1–7) Sees a gameplayor a price drop Searches the titleon Google, not inthe menu Opens new andpre-owned in twotabs Looks for a deliverydate and stockin store Checkout, appliespoints if theyfind them PAIN No autocomplete;typos → 0 results Prices on separatescreens; pre-ownedwarranty not visible Neither store stocknor delivery date Points show upat the very end OPPORTUNITY Fault-tolerant search+ suggestions New / pre-ownedcomparator on the page Store selector+ stock chip Points balancevisible on the page
Figure 02. The valley sits in comparison and decision — precisely the two phases where GAME holds a structural advantage it never shows. Checkout scores better than comparison: the problem is not paying, it is deciding.
(05) — Moderated usability test simulated

Five tasks, twelve people, and only one task comes out reasonably healthy

Twelve 50-minute sessions with a think-aloud protocol on the live site. Five tasks covering the full flow, framed as goals rather than routes.

Success criteria were defined before fieldwork and applied independently by two observers.

Task definition

Tasks, literal wording and success criteria
TaskWording read to the participantSuccess criterionLimit
T1“You want EA Sports FC 26 for your PS5. Find it and get it ready to buy.”Reaches the right product page for the right platform and adds to basket.3 min
T2“That same game — is there a cheaper second-hand copy? Decide which one you'd buy and tell me why.”Locates both versions, states both prices and finds the pre-owned warranty.5 min
T3“There's a game coming out next month and you want it on day one. Get it.”Completes the pre-order and correctly answers when they are charged and when they receive it.5 min
T4“You need it today. Find out whether you can collect it in a store near you.”Determines availability in a specific store without leaving the site.5 min
T5“Finish the purchase using the points you've collected.” (test account with 1,240 points)Reaches confirmation with the points discount applied.6 min
45%

Average success: 27 of 60 attempts

sector benchmark: 78%
3.4

Mean SEQ (1-7) for perceived ease

acceptable threshold: 5.5
3:58

Median time per task. On mobile, 4:47

n=12
11

Abandonments declared out loud: “I'd leave at this point”

9 of them on T2 and T4
0%25%50%75%100% sector benchmark 78% T1Find the game T2Compare pre-owned T3Pre-order a release T4In-store stock T5Pay with points 75%33%42%25%50% SEQ 5.2 · 1:52SEQ 3.1 · 3:41SEQ 2.9 · 4:08SEQ 2.4 · 4:55SEQ 3.3 · 5:12
Figure 03. Success, perceived ease (SEQ) and median time per task. The only reasonably healthy task is the one users solve with the search box. Everything that needs structure — comparing, reserving, locating — falls below 50%.

What happened in each task

T1 · 75% success

Find the game

The 9 who managed it used the search box; the 3 who failed tried to navigate the menu and ended up in a mixed-platform listing. Two added the wrong console's version to the basket without noticing, and only one caught it before finishing.

SEQ 5.2 · 1:52The only healthy task in the study, and it rests entirely on the most fragile component of the site.
T2 · 33% success

Compare new and pre-owned

Eight participants tried the same pattern: go back to search and type the title plus “pre-owned”. Five found nothing because the engine doesn't read condition as a facet. Three opened parallel tabs and compared by eye. None of the 12 found the pre-owned warranty information without the moderator's help.

SEQ 3.1 · 3:41Worst declared experience, tied with T4.
T3 · 42% success

Pre-order a new release

Seven completed the pre-order flow, but only five could say when they were charged. Four claimed they were charged “right now” and three “on delivery”; both answers coexisted while looking at the same screen. The difference between “Reserve” and “Pre-purchase” was correctly stated by 0 out of 12.

SEQ 2.9 · 4:08The problem is not completing the pre-order: it is understanding what you just signed.
T4 · 25% success

In-store availability

The worst result of the study. Nine looked for it on the product page; failing that, six went to the store finder in the footer, which returns address and opening hours but no stock. Four spontaneously said they would phone. The three “successes” were generous readings: they inferred availability from the collection option at checkout, after entering their details.

SEQ 2.4 · 4:55“So to know whether they have it, I have to start buying it.”
T5 · 50% success

Pay with points

Six managed it. The problem was not applying the discount but knowing it existed: the balance is invisible anywhere in the journey until the payment summary. Two applied it by accident while exploring. On mobile the points block sits below the pay button in reading order: three missed it and confirmed without using them.

SEQ 3.3 · 5:12A loyalty mechanism that appears once it can no longer create loyalty.

“It says PS4 and PS5 on the same card. Which one am I buying? Because there's only one price.”

P-T04 · 29 years old · mobile · task T1

“So to know whether they have it, I have to start buying it. That's backwards.”

P-T09 · 35 years old · desktop · task T4
Insight I-6

Search is the only entry route that works and, at the same time, the most fragile part of the site: no typo tolerance, no facets, no recovery from zero results. The 75% success on T1 rests entirely on a component that fails 21% of the time in production.

Solution

Treat search as a product, not a field: entity autocomplete (title, series, platform, character), typo correction, facets inside the box itself, and a zero-results page that proposes alternatives by series and by platform.

Metric · zero-result searchesBaseline 21% → 6.4%Validated in A/B #2
Insight I-7

The membership scheme is a loyalty mechanism that only surfaces when loyalty can no longer influence anything: on the payment screen, with the decision already made.

Solution

Move the balance to the header and show on every product page “with your 1,240 points: €56.99” as an alternative price. Turn points into a reason to buy, not an administrative discount.

Metric · % orders applying pointsBaseline 12.1% → target 28%Secondary · repurchase frequency
(06) — Unmoderated test in Maze simulated

The moderated test explains why it fails with twelve people; the unmoderated one measures how much it fails with one hundred and forty-eight

The same tasks from the moderated test, turned into Maze missions on the live site with an external panel and no moderator. Six missions with a defined expected path, so direct and indirect success can be calculated.

148 valid responses from 189 started (78.3%). 41 discarded for abandoning before mission 3 or lasting under 90 s. Quotas: 61% mobile, 39% desktop; 44% GAME customers. Mission order randomised to control for learning.

How to read the metrics

Unmoderated test metrics and what each one means
MetricWhat it measures and when it should worry you
Direct successThe participant reaches the destination along the expected path, with no detours.
Indirect successThey reach the destination, but the long way round. A classic sign of confusing architecture: the site doesn't stop you arriving, it just makes it expensive.
Drop-offThe participant hits “I give up” or exceeds the maximum time.
Misclick rateShare of clicks that land outside any interactive element. Above 25% it means users can't tell what is clickable.
Usability ScoreMaze's composite index (0-100) weighing success, drop-off and misclicks.
38%

Mean direct success across the six missions

n=148
24%

Indirect success: they arrive, but the long way round

cost in clicks
31.4%

Mean misclick rate for the study

alert threshold: 25%
51

Overall Maze Usability Score

retail benchmark: 72
0%25%50%75%100% M1 · Find a PS5 game M2 · Compare new and pre-owned M3 · Pre-order a new release M4 · Stock in a nearby store M5 · Filter under €30 M6 · Pay applying points US 68US 34US 47 US 27US 58US 55 USABILITY SCORE direct success indirect success drop-off
Figure 04. Two out of three participants give up on the in-store stock mission (M4), and half give up on the new versus pre-owned comparison (M2). Indirect success is high across the board: the site lets you arrive, but it charges a toll in clicks.

Results per mission

Maze · 148 participants · randomised missions
MissionDirectIndirectDrop-offMisclickTimeSteps
M1 · Find EA Sports FC 26 for PS562%21%17%18.2%0:543.1
M2 · Find out whether it exists pre-owned and at what price24%26%50%41.7%2:389.4
M3 · Pre-order a new release and say when you're charged35%30%35%29.8%2:116.8
M4 · Check whether it's in a nearby store16%18%66%47.3%3:0211.2
M5 · Find PS5 games under €3047%24%29%33.1%1:477.6
M6 · Reach payment applying your points44%25%31%18.4%2:225.9

Heat map of the category page

The aggregated heatmap for M5 —filter by price in the PS5 listing— is the most eloquent finding of the test. 34% of all clicks in the mission land on the carousel's “Previous / Next” arrows, and another 19% fall on the cover image expecting it to open a filter or a quick view. The area where users expect filters —the left column— receives no clicks at all, because there is nothing there to click.

header · search · account · basket You are in: Home expected filter area 0 clicks Best sellers Top pre-orders Clicks by area “Next” arrow34% Cover image19% “Previous” arrow14% Product title11% “Buy” CTA9% Top menu8% Other5% Filter column0% n=148 · mission M5
Figure 05. Almost half of the mission's clicks (48%) land on the carousel arrows: users are hand-paginating a 248-item catalogue. That is the exact cost of having no filters.

Path analysis

The path analysis for M2 —compare new and pre-owned— shows that only 36 of 148 participants found the pre-owned section, and of those, 22 arrived through the top menu rather than from the product. Nobody arrived from the new game's product page, because that link does not exist.

Page of thenew game 148 participants Search “pre-owned”63 · 43% Back to the menu41 · 28% Give up here44 · 30% Pre-owned section36 · 24% Zero results28 · 19% Compare the prices35 · 24% EXPECTED PATH: new product page → comparator on the same page · 0 participants, because that link does not exist
Figure 06. 43% try to solve the comparison through search, and almost half of them end up on a zero-results page, because the engine does not read “pre-owned” as a product condition.
Insight I-11 · Maze

A 47% misclick rate on M4 means almost half the clicks in that mission hit nothing clickable: people are tapping text, images and dead zones looking for functionality the site does not offer. That is not clumsiness: it is a reasonable expectation with no answer.

Solution

Give that expectation a destination: a clickable availability chip on card and product page, a persistent store selector in the header, and a cover image that opens a quick view — which is exactly what 19% of M5's clicks were asking for.

Metric · misclick rateBaseline 31.4% → target <15%Maze re-test after the redesign
(07) — Survey, SUS and NPS simulated

The barrier to pre-owned isn't price: it's not knowing what condition it's in

A survey of 412 video game buyers in Spain, on a national panel with quotas by age, gender and main platform. Of the 412, 178 have bought on game.es at some point and 96 have done so in the last 6 months. Margin of error ±4.8% for the total (95% CI).

The role of the quantitative work here is to size what the qualitative work had already flagged, not to discover anything new.

Declared purchase behaviour · full sample n=412
Question%Reading
Compares the price across more than one retailer before buying a game67.2%Confirms T1: comparing is the central task, and today it happens off-site.
Has bought a second-hand game or console at some point58.7%The pre-owned market is the majority, not a niche.
Would buy pre-owned if they knew for certain what condition it was in74.3%+15.6 pp over those who already buy: the barrier is informational, not price.
Has phoned a physical store to check stock41.5%Sizes the operational cost of not showing stock online.
Has abandoned an online purchase for not knowing when it would arrive52.9%Late delivery information is a majority cause of abandonment.
Would rather collect in store the same day than wait for free delivery44.1%Latent click & collect demand far above the current 9.4%.
Knows how many points they have in their loyalty scheme11.8%Among GAME members: 14.2%. The scheme plays no part in the decision.
Declared reasons for abandoning on game.es · base 178 · multiple choice, three options maximum
Reason%Associated finding
I found it cheaper somewhere else48.3%I-1 · comparison
I couldn't find what I was looking for39.3%I-6 · search
I didn't know when it would arrive33.1%T6 · delivery
I wasn't sure it was the right version28.7%I-2 · compatibility
The site felt confusing or cluttered24.2%I-5 · density
The payment process was long19.7%A/B #4 · checkout

Perceived usability · SUS

The SUS scale was applied at the end of the moderated test (n=12) and in the survey to those who had bought in the last 6 months (n=96), with consistent results. The same scale was applied to the 10 participants of the phase 4 prototype test.

0255075100 UNACCEPTABLEPOOROKGOOD / EXCELLENT industry average 68 58.4 game.es today grade D · 25th percentile 72.1 benchmark competitor 79.6 redesigned prototype grade B · n=10 SYSTEM USABILITY SCALE · 0–100
Figure 07. The current site sits 9.6 points below the industry average and in the bottom quartile. The redesign prototype gains +21.2 points (t(20)=4.31, p<0.001), enough to cross the “good” threshold.
(08) — Behavioural analytics and funnel simulated

The massive loss isn't at payment: it's before reaching the product

Aggregated session data over 30 days across roughly one million sessions. The funnel puts the biggest leak between the product page and the basket: three out of four visitors who reach a product never add it.

Sessions Listing Product page Added to basket Checkout started Order completed 1,000,000610,000340,000 82,00041,00017,100 61.0%34.0%8.2%4.1%1.71% −39.0% −44.3% −75.9% ← −50.0% −58.3% ← STEP-TO-STEP DROP ON THE RIGHT · the two marked ones hold the opportunity
Figure 08. Three out of four visitors who reach a product page never add it to the basket: that is where the comparison problem lives (I-1). The second big leak, between checkout start and order, is the checkout itself (A/B #4).
1.12%

Mobile conversion, against 2.64% on desktop

2.4× gap · sector: 1.5-1.7×
38%

Sessions that use internal search

they convert 2.3× more
62%

Bounce rate after a search with no results

against 34% with results
4.7%

Sessions that apply any filter

sector benchmark: 18-24%
9.4%

Orders with store collection

declared demand: 44.1%
−12

NPS for the online channel

physical store: +31
Insight I-8

Only 4.7% of sessions filter, against the 18-24% typical of comparable retail. It isn't that users don't want to filter: it's that the four available facets —price, availability, condition, purchase type— answer no real question a game buyer has.

Solution

A facet taxonomy built on the real questions: platform, genre, number of players, PEGI, condition, format, price range, availability in my store and release date. Visible by default on desktop and in a pinned drawer on mobile.

Metric · % sessions with a filterBaseline 4.7% → target 16%Secondary · listing depth
Insight I-9

The mobile-desktop gap (2.4×) is far wider than the sector's (1.5-1.7×). The difference concentrates in two places: a listing with no accessible filters, and a four-step checkout with mandatory registration before the total cost is visible.

Solution

Single-page checkout with guest by default, a total-cost summary visible from the very first moment, address autocomplete and express payment (Bizum, Apple Pay, Google Pay) at the top.

Metric · checkout completionBaseline 41.7% → 45.6%Validated in A/B #4
(09) — Nielsen heuristic evaluation expert evaluation

Not one of the ten heuristics comes out clean, and the three catastrophic ones describe the same failure

Independent evaluation by three evaluators against Nielsen's ten heuristics, applied to the five screens of the purchase flow. Disagreements resolved in a joint session. Severity on the standard 0 to 4 scale.

24

Total findings across 5 screens

3 evaluators
4

Catastrophic, severity 4

heuristics 5, 6 and 9
9

Major, severity 3: they block tasks

high priority
2.6

Mean severity across the set

0 heuristics fully met
01234 H1 · Visibility of status H2 · System ↔ real world H3 · Control and freedom H4 · Consistency and standards H5 · Error prevention H6 · Recognition > recall H7 · Flexibility and efficiency H8 · Minimalist design H9 · Error recovery H10 · Help and documentation 3 · 2 findings3 · 33 · 32 · 3 4 · 34 · 23 · 23 · 2 4 · 23 · 2 MAXIMUM SEVERITY PER HEURISTIC · number of findings on the right
Figure 09. No heuristic comes out clean. The three that reach catastrophic severity — error prevention, recognition over recall and error recovery — are exactly the ones holding up product comparison and search.

Detailed evaluation

The ten heuristics: what passes, what doesn't, observed evidence and solution
HeuristicPassesFails · evidence on game.esSolutionSev.
H1 · Visibility of system status The basket shows a counter and the checkout indicates the current step. There is no store-level stock status anywhere. Applied filters are not shown as persistent chips. The “Reserve”/“Pre-purchase” status communicates neither charge date nor delivery date. Active filter chips with a counter; an availability chip for the selected store; a two-date sentence on pre-order products. 3
H2 · Match with the real world “Pre-owned” works: users understand the term and associate it with a warranty. “Pre-purchase” and “Reserve” are internal categories: 0 of 12 participants could tell them apart. Platform labels (“PS5 / PS4”) stack without saying what you are buying. “Points” are never translated into euros. Rename by outcome: “Pre-order it · you get it on 21 Nov”. Show points as a euro equivalent. One platform per selected variant, never stacked. 3
H3 · User control and freedom The basket allows editing quantities and removing lines without friction. There is no “clear all filters”. Going back from a product page to the listing loses scroll position and, on mobile, sometimes the filters. The mega menu closes when the cursor drifts outside its diagonal path. A clear-all action; scroll and filter-state restoration on back navigation; a menu with a tolerance area or click-to-open. 3
H4 · Consistency and standards Header iconography, basket position and card pattern follow recognisable conventions. Three grid modes showing different fields for the same product. Three primary CTAs coexist (“Buy”, “Reserve”, “Pre-purchase”) with identical visual weight. Badges have neither hierarchy nor system. A single card pattern with fixed fields; one primary CTA per page with the rest secondary; a badge system capped at two per card with a defined priority order. 2
H5 · Error prevention Checkout validates card format and required fields before submitting. Nothing prevents buying another platform's version: it happened in 2 of 12 sessions. Mixing a pre-order item with an in-stock one changes the shipping date for the whole order without warning. Search neither corrects typos nor suggests. Platform confirmation against “My consoles” before adding; an explicit warning and a split-shipment option when pre-orders are mixed in; typo correction in search. 4
H6 · Recognition over recall Order history keeps previous purchases accessible. Comparing new and pre-owned requires memorising a price and switching screens. The listing never shows whether a pre-owned version exists. The points balance is invisible while deciding. No recently viewed products anywhere. A condition comparator inside the product page; a “also pre-owned from €X” badge on the listing card; a points balance in the header; a recently viewed rail. 4
H7 · Flexibility and efficiency of use Multiple sort orders and three grid densities exist for advanced users. The filter panel is limited to price, availability, condition and purchase type: no genre, no number of players, no PEGI, no date range. No autocomplete, no saved searches, no one-click repurchase. An expanded facet taxonomy; autocomplete; saved searches with price-drop alerts; add-to-list from the card. 3
H8 · Aesthetic and minimalist design The product page keeps a reasonable hierarchy between image, price and CTA. The home page stacks more than twelve promotional carousels; content useful to a user with intent sits below three screens of scrolling. Listings mix video games with merchandise and collectibles with no separation. A two-speed home page with five modules maximum; separation of product types in the listing, or an explicit type facet. 3
H9 · Error diagnosis and recovery Form errors at checkout are flagged next to the affected field. Zero results is terminal: “We haven't found anything… Try again changing your search criteria” offers no suggestions, no correction, no nearby categories, no contact. It affects 21% of searches and produces a 62% bounce rate. A zero-results page with correction (“Did you mean…?”), results from the series, products on the same platform and access to the store finder. 4
H10 · Help and documentation A customer service centre exists and legal terms are reachable from the footer. The pre-owned warranty and the trade-in process are not explained at the point of decision: 0 of 12 participants found the warranty from the product page. Selling your games doesn't appear in the pre-owned section. A collapsible warranty module on the pre-owned product page itself; an explicit “Sell your games” entry with a valuation simulator. 3

Reading the set as a whole

The findings are not evenly spread: they concentrate at the moment of choosing between alternatives. H5, H6 and H9 —the three catastrophic ones— describe the same failure from three angles: the system doesn't help build the comparison, doesn't prevent choosing wrong, and doesn't let you recover when it happens. A redesign that only touched aesthetics would leave 100% of the problem intact.

(10) — CRO audit expert evaluation

What is costing orders right now, and what it costs to fix it

A conversion review over the live site, block by block along the journey. Where the heuristic evaluation measures usability principles, this chapter measures business levers.

Twenty-four findings across eight blocks. Each one links to the quantitative data that sizes it.

10.1 · First impression

MediumA hero carousel with five rotating messages

The first screenful is a carousel of auto-rotating banners. Auto-rotating carousels dilute focus: only the first slide gets real attention and the rest compete with each other without any of them winning.

Recommendation: a static hero —or a semi-static two or three slides with manual controls and no autoplay— communicating one single commercial priority with a clear CTA.
EVIDENCE · 5/8 interviews describe the home page as “a leaflet” · home→listing CTR 22.4%
HighNo benefits bar visible on arrival

Strong benefits —24 h mainland delivery, free Click & Collect, 15-day returns, two-year warranty, financing— are scattered or in the footer, never on the first screen. The value proposition lives in the meta description, not on screen.

Recommendation: a thin, persistent trust bar under the header with three or four icons and microcopy. It is the best impact-to-effort ratio in the whole report.
EVIDENCE · 52.9% have abandoned a purchase for not knowing when it would arrive · benchmarking: 4 of 5 competitors have one
MediumPerformance risk on LCP

The observed pattern —a carousel with several large 3D cover images and subdomains running legacy templates— is typical of high LCP and page weight, especially on mobile.

Recommendation: prioritise the first slide's image as LCP with fetchpriority="high", serve AVIF/WebP and defer the rest. Core Web Vitals target: LCP < 2.5 s, INP < 200 ms, CLS < 0.1.
EVIDENCE · mobile conversion 1.12% against 2.64% on desktop · 2.4× gap (sector: 1.5-1.7×)

10.2 · Navigation and discovery

HighCarousel listings instead of a grid with filters

Categories are presented as horizontal carousel bands —“Best sellers”, “Top pre-orders”— with Previous/Next arrows, rather than a paginated grid with faceted filters and sorting. It forces users to explore a catalogue of thousands of items blind. It is the number one friction on the site.

Recommendation: a standard listing page: responsive grid, persistent faceted filters, sorting, result count and pagination.
EVIDENCE · 48% of the clicks in mission M5 land on carousel arrows · only 4.7% of sessions filter (sector: 18-24%)
HighBroken breadcrumb: “You are in: Home” across the whole site

The breadcrumb reads “You are in: Home” even inside categories and product pages, instead of the real path. It breaks orientation and wastes the structured markup opportunity for search engines.

Recommendation: a dynamic breadcrumb with the real hierarchy and schema.org BreadcrumbList markup. Low effort, real impact on orientation and SEO.
EVIDENCE · direct observation on /videojuegos and /videojuegos/ps5 · heuristic H1
MediumInfrastructure fragmented across two domains

URLs coexist on www.game.es and www3.game.es with visually different templates. The experience feels fragmented and it can create session, measurement and ranking problems.

Recommendation: consolidate under a single domain and template system; if the subdomain is legacy, redirect with a 301 and unify the components.
EVIDENCE · direct observation · 6/8 interviews mention the feeling of “an old website”
HighSearch without prominence or assistance

In large-catalogue retail, search is the main conversion engine — but here it carries no visual weight and offers no autocomplete, no suggestions, no typo correction and no search by series or platform.

Recommendation: a wide, prominent search box with entity autocomplete, suggested products with image and price, typo correction and facets inside the box itself.
EVIDENCE · 21% of searches return zero results · 62% bounce in those sessions · A/B #2: +27.1%

10.3 · Copy, value proposition and calls to action

MediumCopy written for the catalogue, not for the benefit

The messages are correct but generic —“New releases, pre-orders and offers”, “Collect points”. Nothing says why to buy at GAME rather than at a generalist: exclusive pre-orders, pre-owned with a warranty, in-store trade-in, expert staff.

Recommendation: benefit-led copy: “Pre-order and collect free on launch day”, “Pre-owned, checked and warranted”, “Pay in instalments, interest free”.
EVIDENCE · benchmarking: GAME scores 1/3 on the benefits bar and 3/3 on differentiating assets it never communicates
MediumA double CTA on the card and an unexplained pre-order deposit

Cards show both “Buy” and “View details”: two actions of similar weight splitting the click. On top of that, pre-orders show the deposit (“€3'00”) next to the RRP (“€79.99”) with no explanation at all.

Recommendation: one primary CTA depending on availability, with the whole card clickable as the secondary action. On pre-orders, explicit microcopy: “You pay €3 now, the rest when you get it”.
EVIDENCE · 0 of 12 participants could tell “Reserve” from “Pre-purchase” · heuristic H2

10.4 · Visual design and accessibility

MediumNon-standard price format: “€649'99”

Prices use an apostrophe as the decimal separator. It is unusual in Spanish, hurts legibility when scanning, and reads badly on screen readers.

Recommendation: es-ES format “649,99 €” with semantic markup, and price as the strongest typographic element on the card.
EVIDENCE · direct observation on product pages and listings · heuristic H4
HighAccessibility risks identified and a legal requirement pending

Auto-rotating carousels with no pause control are problematic for screen readers and for users with motor difficulties. Element density and the lack of hierarchy make it worse. Accessibility is also a legal requirement in European ecommerce (EAA / EN 301 549).

Recommendation: audit with axe and Lighthouse; AA contrast (4.5:1), visible focus, full keyboard navigation, descriptive alt on covers and a pause control on any moving content.
EVIDENCE · direct observation · developed in chapter 11

10.5 · Product page and average basket

HighNo delivery date or shipping cost next to the CTA

The product page never shows when the order arrives or what shipping costs anywhere near the buy button. Delivery uncertainty is one of the leading causes of abandonment in ecommerce.

Recommendation: next to the price and the CTA: “Get it Friday the 15th”, the shipping cost or free-shipping threshold, store collection availability and real stock.
EVIDENCE · 33.1% declare having abandoned for this reason · 75.9% product-page-to-basket drop · benchmarking: GAME 1/3, competitors 3/3
HighUntapped average-basket opportunity

Cross-selling of related models exists, but there are no complementary accessories, bundles or extended warranties on the product page. Basket value is lost in a catalogue that is ideal for combined purchases: game + controller + gift card.

Recommendation: a “Complete it” module with relevant accessories, discounted bundles and extended protection on the product page and in the basket.
EVIDENCE · average basket €72.00 · benchmarking: personalisation and recommendations 1/3
Medium“SOLD OUT ONLINE” with no way out

On the PS5 product page, “SOLD OUT ONLINE” appears next to a members-only pre-order campaign, with no working button. A flagship product with no possible action frustrates users and captures none of the demand.

Recommendation: “Notify me when available” with email capture, recommended alternatives and an expected date. Never leave a dead CTA.
EVIDENCE · direct observation · heuristic H9 · mission M4 with 66% drop-off
StrengthFinancing well integrated

The product page integrates SeQura and Pepper with instalment payments. It is a genuine differentiator against the competition and it reduces price friction on high-value baskets.

Recommendation: make it more visible: “from €X/month” next to the price on the listing card too, anchoring perceived cost before the product page.
EVIDENCE · benchmarking: GAME 3/3, level with the best in the market

10.6 · Mobile experience and trust

HighA reduced experience, not designed for mobile

The patterns detected —dense horizontal carousels, heavy banners, legacy templates— point to a shrunk-down desktop adaptation rather than a mobile-first design, with a risk of small tap targets and endless scrolling.

Recommendation: a sticky buy CTA on the mobile product page, filters in a sliding panel, tap targets of at least 44 px and search as the priority element.
EVIDENCE · mobile conversion 1.12% against 2.64% on desktop · 61% of the Maze sample used mobile
HighInsufficient social proof

There are no ratings on listing cards; product pages show very few reviews —on the order of three— and the review form demands a 150-character minimum, a barrier that drastically cuts volume. There are no external reputation seals either.

Recommendation: verified reviews with a post-purchase request, stars and review count on the card, a lower form minimum, and a visible reputation seal.
EVIDENCE · benchmarking: GAME 1/3 against 3/3 for PcComponentes and MediaMarkt
MediumSecurity seals relegated to the footer

Legal information and payment methods are correctly present, but concentrated in the footer. Security is never reinforced at the decision points: product page, basket and payment.

Recommendation: secure-payment, warranty and returns-policy signals next to the buy button and throughout checkout.
EVIDENCE · direct observation · benchmarking: GAME 1/3 on visible seals
StrengthNo fake urgency

No invented countdowns or “last units” warnings were detected. That is the right call and worth keeping: experiment #5 confirms that manufactured urgency lifts add-to-cart and destroys margin through returns.

Recommendation: use only truthful urgency —a real pre-order countdown, a verified last unit in a specific store— and never fictional scarcity.
EVIDENCE · A/B #5: +11.2% add-to-cart, +2.8 pp returns, NPS −7 → rejected

10.7 · Measurement

Instrumentation

What to track

  • GA4 ecommerce: view_item_list, select_item, view_item, add_to_cart, begin_checkout, purchase.
  • Search: queries, zero-result searches, suggestion CTR.
  • Filters: usage per facet and combinations returning nothing.
  • Pre-orders: start, deposit paid, pre-order-to-purchase ratio.
  • Micro-leaks: validation errors, drop-off by checkout step, rage and dead clicks.
Tooling

Measurement stack

  • GA4 + GTM with an enhanced ecommerce dataLayer.
  • Microsoft Clarity for recordings and rage-click detection.
  • Hotjar for heatmaps and on-site surveys.
  • Maze for continuous unmoderated testing on prototype and production.
  • GrowthBook for experimentation.
  • axe DevTools for continuous accessibility in CI.
(11) — Accessibility · WCAG 2.2 AA audit expert evaluation

The only chapter whose argument is not conversion

Accessibility is not an extra in this redesign: since June 2025 the European Accessibility Act requires ecommerce to comply with EN 301 549, which points to WCAG at level AA.

An inaccessible site is now a legal risk as well as lost customers.

17

WCAG criteria failed out of 56 assessable at AA

two-layer audit
6

Level A blockers that prevent completing a purchase

high legal risk
61

Lighthouse accessibility score

minimum target: 90
~15%

Of the population lives with some disability

≈€1.8M of potential GMV

Method

A two-layer audit over the five screens of the purchase flow. The automated layer (axe DevTools and Lighthouse) detects between 30% and 40% of real problems: the ones that can be inferred from the markup. The manual layer —full keyboard navigation, reading with NVDA on Windows and VoiceOver on macOS, zoom at 200% and 400%, and a reflow test at 320 px— covers the rest, which is where the serious issues live.

Compliance by principle

WCAG organises its criteria into four principles, known by the acronym POUR: content must be perceivable, operable, understandable and robust. The site clearly fails the first two.

0%25%50%75%100% required at AA: 100% PerceivableOperableUnderstandableRobust alt text, contrast, reflow keyboard, focus, timing, size language, labels, errors valid markup, ARIA 58%44%79%71% 6 criteria fail7 fail2 fail2 fail THE CAROUSEL ALONE ACCOUNTS FOR 5 OF THE 7 “OPERABLE” FAILURES
Figure 10. “Operable” is the most compromised principle: the auto-rotating carousel with no controls accounts for five failures on its own. Fixing it is the highest-yield accessibility intervention on the site.

Colour contrast

WCAG requires a minimum contrast ratio of 4.5:1 for body text and 3:1 for large text (from 18.66 px bold or 24 px regular) and for non-text interface elements. These are the problematic pairings found and their correction.

CURRENT · FAILS CORRECTED · PASSES AA Struck price €79.99 2.6 : 1 body text · fails 1.4.3 Struck price €79.99 5.4 : 1 ✓ GAME exclusive 2.1 : 1 badge · fails 1.4.3 GAME exclusive 7.1 : 1 ✓ Search… 1.4 : 1 field border · fails 1.4.11 Search… 4.6 : 1 ✓ Free delivery over €49 2.2 : 1 auxiliary text · fails 1.4.3 Free delivery over €49 6.8 : 1 ✓ Rule: body text ≥ 4.5 : 1 large text ≥ 3 : 1 icons, borders ≥ 3 : 1 Colour must never be the only carrier of meaning (1.4.1)
Figure 11. All four corrections are colour-token changes, not design changes: darken the auxiliary grey, darken the brand red where it carries white text, and strengthen the field borders. None of them touches the visual identity.

Keyboard navigation

Someone who cannot use a mouse should be able to complete the entire purchase with the tab key. Today they cannot: the keyboard path on the home page contains one trap and two dead zones.

Skip tocontent DOES NOT EXIST · 2.4.1 Logo Mega menu9 entries TRAP · 2.1.2 Esc does not close Search Carousel5 banners UNREACHABLE 2.1.1 · 2.2.2 · 4.1.2 Productcards FOCUS INVISIBLE 2.4.7 FOCUS ORDER WHEN TABBING FROM THE TOP OF THE PAGE FIXES 1 · A “Skip to content” link as the first focusable element, visible on focus. 2 · Mega menu closes with Esc, arrows navigate, and focus returns to the trigger. 3 · Carousel: pause button, focusable controls with aria-label, and a 2 px focus ring at 3:1 contrast on every interactive component.
Figure 12. Keyboard users cannot skip the navigation, get trapped in the mega menu and never reach the carousel's main content. These are three front-end fixes with no visual impact for anyone else.

Failed criteria

WCAG 2.2 · criteria that are not met, ordered by severity
CriterionNameLevelWhere and what happensFix
2.2.2Pause, stop, hideAThe home page carousel auto-rotates with no pause control. It affects people with attention deficit, dyslexia or low vision.A persistent pause button; stop on focus or hover.
2.1.1KeyboardACarousel controls and some filters can neither be reached nor operated with a keyboard.Controls as real <button> elements, in DOM order, operable with Enter and Space.
2.1.2No keyboard trapAThe mega menu captures focus and doesn't close with Esc: it forces a page reload.Focus management with Esc, arrow keys and focus returned to the trigger on close.
1.1.1Non-text contentAProduct covers with an empty alt or the filename in it. Promotional banners carry their text inside the image.Descriptive alt per product; banner text as HTML over the image, not inside it.
2.4.1Bypass blocksAThere is no skip link: 40 tab stops to reach the first product.A “Skip to content” link as the first focusable element.
4.1.2Name, role, valueAControls built with <div> and onclick, with no role or state. Screen readers announce them as plain text.Native elements or correct ARIA roles with aria-expanded, aria-current and aria-label.
1.3.1Info and relationshipsAListings are nested <div> elements, not lists. Filter groups use neither fieldset nor legend. Headings jump from h1 to h4.Semantic markup: lists, fieldset/legend and a heading hierarchy with no jumps.
2.4.4Link purposeARepeated links “View details”, “Discover more”, “Previous”: out of context they mean nothing. A screen reader lists 40 identical ones.Self-explanatory link text, or aria-label carrying the product name.
3.3.2Labels or instructionsAFields using placeholder as their only label: once typing starts, the reference disappears.A visible, persistent <label> associated with every field.
3.3.1Error identificationAForm errors are marked with red colour alone, with no text and no programmatic association.A text message next to the field, plus aria-describedby and aria-invalid.
1.4.3Contrast (minimum)AAStruck-through price (2.6:1), auxiliary shipping text (2.2:1) and badges with light text on brand red (2.1:1).Colour token adjustments as per the contrast figure.
1.4.11Non-text contrastAAForm field borders and header icons below 3:1.1.5 px borders in a colour reaching at least 3:1 against the background.
2.4.7Focus visibleAAThe default focus ring is removed by CSS on cards and buttons, with no replacement.A custom 2 px ring with offset and 3:1 contrast, on every interactive state.
2.5.8Target size (minimum)AACarousel arrows and close crosses below 24×24 px on mobile.A 44×44 px tap target as the internal standard, never below 24 px.
1.4.10ReflowAAAt 320 px wide, horizontal scrolling appears on listings and specification tables.Fluid layout; tables with their own scroll container, never the whole page.
1.4.4Resize textAAAt 200% text zoom, price and badges overlap on the card.Relative units (rem) and containers that grow with their content.
2.4.11Focus not obscuredAAThe sticky header covers the focused element when tabbing upwards through long listings.scroll-margin-top matching the height of the sticky header.

Remediation plan

Block 1

Level A blockers

Carousel (pause, keyboard, ARIA), mega menu trap, skip link, product alt, form labels and errors.

Effort3 front-end weeks · high legal risk
Block 2

Colour and focus

Contrast tokens, a system focus ring, field borders, minimum tap sizes. It folds into the visual system in chapter 16.

Effort1 week · minimal visual impact
Block 3

Semantics and reflow

Lists, fieldset, heading hierarchy, link text, and behaviour at 320 px and 200% zoom.

Effort2 weeks · resolved while rebuilding the listing

Why this is also conversion

The same fixes that make the site accessible make it better for everyone: persistent labels reduce form errors, a visible focus ring speeds up keyboard checkout, correct contrast makes the price readable on a phone in daylight, and 44 px tap targets cut the failed taps the unmoderated test measured at 31.4%. Accessibility does not compete with the redesign: it is the same work, done properly.

Continuous verification

  • On every deploy: axe-core in the automated test suite, blocking the release if level A failures appear.
  • Every quarter: a manual keyboard and screen reader review across the full purchase flow.
  • Every six months: testing with users with real disabilities —at least two screen reader users and two with reduced mobility—, which is the only thing that catches what no tool sees.
  • A public, up-to-date accessibility statement with a contact channel, as European regulation requires.
(12) — Competitive benchmarking expert evaluation

The gap is entirely one of discovery and trust; the advantage is entirely structural

A comparison against a specialist (Xtralife), two electronics giants with a strong gaming presence (PcComponentes, MediaMarkt) and the generalist market reference (Amazon / El Corte Inglés).

Scale: 3 strong · 2 partial · 1 weak or absent.

Competitive matrix · UX and CRO dimensions
DimensionGAMEXtralifePcComponentesMediaMarktAmazon / ECI
Faceted filters on the listing13333
Listing sort options12333
Reviews on card and product page12333
Delivery date on the product page12333
Transparent shipping cost22323
Search with autocomplete12323
Visible benefits bar13332
Visible trust seals13233
Personalisation and recommendations12323
Click & Collect and store network32232
Instalment financing33332
Loyalty and exclusive pre-orders33222
Specialist gaming catalogue33222
Average1.72.52.72.62.6
market average Faceted filtersSortingVisible reviews Delivery dateSearchBenefits bar Trust sealsPersonalisation GAME 1 · market 3.0 GAME 1 · market 2.8 GAME 1 · market 3.0 GAME 1 · market 3.0 GAME 1 · market 2.8 GAME 1 · market 2.9 GAME 1 · market 3.1 GAME 1 · market 3.0 THE GAP IS ENTIRELY ONE OF DISCOVERY AND TRUST · in omnichannel, financing, loyalty and catalogue GAME scores 3/3
Figure 13. The eight dimensions where GAME falls below the market are all functional and fixable. The five where it leads are structural and hard to replicate. The redesign does not need to invent an advantage: it needs to stop hiding the one that already exists.

Where GAME falls behind

  • Discovery: filters, sorting and search are market standard, and GAME sits at the lowest level of the five.
  • Social proof: PcComponentes shows rating and review count on the card itself; MediaMarkt lets you filter by rating.
  • Certainty: “Delivered tomorrow” or a concrete date range on the product page is the norm in the sector.
  • Trust: competitors display seals and extended warranties where the user decides, not in the footer.

Where GAME can win

  • Specialisation: catalogue depth, pre-orders and exclusives a generalist cannot cover.
  • Pre-order + day-one collection: a combination Amazon cannot match.
  • Pre-owned with a warranty: circular economy with higher margin and proven demand (58.7% have bought used).
  • Store network and points: omnichannel and loyalty as a competitive moat.
  • Integrated financing at the level of the best in the market.

Strategic conclusion

GAME doesn't need to be Amazon. It needs to reach market standard on discovery, social proof and delivery certainty —where it currently loses badly— and, on that base, amplify its unique assets. Closing the functional gap is the necessary condition; putting what is differentiating in the foreground is what turns parity into preference.

(13) — Card sorting and tree testing simulated

“Pre-owned” is not a category: it's an attribute

Hybrid card sorting with 54 cards and 62 valid participants, followed by two waves of tree testing comparing the current tree with the proposed one.

The goal was not to decorate the navigation, but to check whether the user's mental model matches the axis the catalogue is organised around today. It does not.

Method

Hybrid, not open

Six seed categories (“Video games”, “Consoles and hardware”, “PC”, “Collectibles”, “Offers”, “My account”) with freedom to create, rename and delete. Hybrid was chosen because the real catalogue carries business constraints a purely open sort would ignore.

Cards

54 cards in the user's language

Written the way shoppers speak, not the way the site does: “A second-hand PS5 game”, “Magic cards”, “A refurbished controller”, “A Nintendo gift card”, “Pre-order the game coming out in November”, “Sell my used games”.

Result 1 · Platform rules

79% of participants grouped by platform first and only then by product type. Accessory, gift card and game cards for the same console ended up together in most sorts — something the current tree, which splits “Video games”, “Gift Cards” and accessories into separate branches, does not allow.

Result 2 · The structural finding

Of the 9 cards describing second-hand products, 81% were placed inside their platform or product-type group, not in a group of their own. Only 12 of 62 participants created a “Second-hand” category; of those 12, eight used it as well as placing the cards in their platform — that is, as a duplicate.

MERGE DISTANCE → New PS5 game Pre-owned PS5 game PS5 controller PlayStation gift card New Switch game Pre-owned Switch game Switch 2 console Gaming laptop Mechanical keyboard 144 Hz monitor Magic cards Collectible figure Comic / manga Sell my games My GAME points C1 · PLAYSTATION WORLD C2 · NINTENDO WORLD C3 · PC AND HARDWARE C4 · COLLECTIBLES C5 · MY ACCOUNT ● pre-owned clusters with its platform, never with itself
Figure 14. Cluster analysis dendrogram. Pre-owned cards merge with their platform at minimum distance — earlier even than accessories — and never with each other. That is the proof that “Pre-owned” works as a facet, not as a branch.

Agreement between participants

Agreement index by card group (0 = no consensus, 1 = full consensus)
Card groupAgreementInterpretation and design decision
Games by platform0.87Very high consensus. Platform becomes the root axis of the new architecture.
PC hardware and components0.81A stable, self-contained cluster. It stays as a top-level branch.
TCG cards and collectibles0.76High consensus, but 44 of 62 rejected “Merchandising” as a name. Renamed to “Collectibles”.
Account services and points0.64Moderate agreement. “Sell my games” swings between account and pre-owned: the entry point is deliberately duplicated.
Gift cards and digital credit0.52It splits the sample: half see them as a platform product, half as a gift. Resolved with dual entry.
Pre-owned products0.31No consensus as a category. With condition treated as a facet, agreement on those same cards rises to 0.84.
Film, comics and books0.28Orphaned: 29 participants left it unclassified or created an “Other” group. Absorbed into Collectibles.

Tree testing · validation

Six identical tasks on the current tree (n=47) and on the proposed one (n=48), with no visual interface: labels and structure only. It is the cleanest test of whether an architecture works on its own.

Find a Switch 2 game Find that game pre-owned Find out how to sell my games Buy Magic cards Pre-order a new release Check my points 0%25%50%75%100% 64%88% 18%84% 12%76% 39%86% 45%78% 52%90% current tree · mean success 41% · directness 34% proposed tree · 78% · 71%
Figure 15. Success per task across both waves. The largest gain is in “find that game pre-owned” (18% → 84%), a direct consequence of turning condition into a facet. χ²(1)=57.4 · p<0.001 on the aggregate.
Insight I-10

The current tree mixes four axes at the same level: platform (PC Gaming), product type (Merchandising), condition (Pre-owned) and campaign (Promotions). Users only navigate one of them well, and the site makes them pick without telling them the axes are incompatible.

Solution

One hierarchical axis —the catalogue by type of world— and everything else as cross-cutting facets. Condition, format, availability and campaign stop being branches and become filters present in every listing.

Metric · tree testing success41% → 78%Secondary · menu usage rate
(14) — New information architecture

Five branches, one axis, and everything else turned into a facet

The structure stops describing GAME's catalogue and starts describing how the shopper decides. Everything currently competing for a spot in the menu becomes a cross-cutting facet.

Validated with tree testing: 41% → 78% success, χ²(1)=57.4 · p<0.001 on the aggregate.

Principles of the new structure

Principles of the proposed architecture
#Principle
01One level, one axis. The first level is always “what kind of thing is it”. Platform, condition, format and campaign never appear there.
02Attributes are facets, not branches. If a product can be described with an adjective —pre-owned, digital, on offer, available today— that adjective is a filter, present in every listing where it makes sense.
03Dual entry wherever card sorting split. When consensus is below 0.60 (gift cards, “sell my games”), the answer is not to choose: it is to give two routes to the same destination.
04Labels in the user's language. No category name comes from the product management system. “Merchandising” → “Collectibles”. “Pre-purchase” disappears from the interface.
05A maximum depth of three levels to reach a filterable listing. Everything else is resolved with facets, not with more menu clicks.
CURRENT TREE · 9 BRANCHES, 4 MIXED AXES Video gamestype PC Gamingplatform Gift Cardstype Computingtype Promotionscampaign Pre-ownedcondition Merchandisingtype Film and Comicstype Electronicstype tree testing: 41% success PROPOSED TREE · 5 BRANCHES, 1 AXIS + FACETS Games Consoles and accessories PC and setup Collectibles Members Area PlayStation Nintendo Xbox PC Retro PS5 · New releases PS5 · All games PS5 · Accessories ↳ level 3 = filterable listing CROSS-CUTTING FACETS · present in every listing New / Pre-owned Physical / Digital Available in my store On offer Works with mine Genre No. of players PEGI Price Release date Rating filled = former branches of the current menu · outlined = new facets tree testing: 78% success · directness 71% DELIBERATE DUAL ENTRY (agreement < 0.60 in the card sorting) Gift cards→ from Games ▸ [platform]  and  from Collectibles ▸ Gifts Sell my games→ from Members Area  and  from the Pre-owned facet of any listing Offers→ the “On offer” facet  and  a campaign page linked from the home
Figure 16. The current tree asks users to pick an axis without telling them which ones exist. The proposed one fixes a single hierarchical axis and returns the rest as facets — which is where card sorting proved users expect to find them.

Naming changes

Current site labels and the proposed replacement, with the evidence behind it
CurrentProposedEvidence
MerchandisingCollectibles44/62 rejected the term in card sorting; “I'm here to buy cards, not merchandise” (P8).
Film and Comics (own branch)Absorbed into Collectibles0.28 agreement; 29 participants left it unclassified.
Pre-owned (own branch)A “Condition” facet + a campaign page81% placed the cards inside their platform; agreement rises from 0.31 to 0.84.
Pre-purchase / Reserve“Pre-order it” + two explicit dates0/12 could tell the terms apart in the moderated test.
PC Gaming + ComputingPC and setupA single cluster with 0.81 agreement; participants did not separate gaming from non-gaming.
Members areaMembers Area with a visible points balanceOnly 14.2% of members know their balance; the scheme plays no part in the decision.
(15) — Wireframes of the redesign

Structure before aesthetics: hierarchy, reading order and presence of information

Four low-fidelity screens translating the new architecture and the ten insights into structure. No visual decisions: what is tested here is which information is present and in which order it is read.

The annotation to the right of each wireframe links the block to the insight behind it.

15.1 · A two-speed home page

Before

  • More than 12 promotional carousels
  • A small search box in the header
  • Nothing personalised
  • Users with intent scroll 3 screens before they can act

After

  • A prominent search box with facets inside it
  • A “For my platforms” rail above the fold
  • Pre-order status and points balance visible
  • Editorial curation cut to 5 modules
GAME GamesConsolesPCCollectiblesMembers Area 📍 My store: Nervión 1,240 pts = €12 🛒 I-3 · I-7 Search a game, a console, a series… PS5 ▾ Condition ▾ I-6 For your platforms · PS5 and Switch 2 €69.99€54.99€79.99€44.99€29.99 pre-owned from €42pre-owned from €31new onlypre-owned from €24pre-owned from €18 I-1 · I-2 Your pre-orders Ghost of Yōtei · PS5 Charged on 14 Nov You get it on 21 Nov Price guaranteed ✓ I-4 Editorial curation · 5 modules max Featured launchSave: pre-ownedUpcoming releases Best sellers this weekAvailable in your store today I-5
Figure 17. The top half serves the user with intent — search, resume, check a pre-order — and the bottom half serves the one who wants to be guided. The annotation on the right links each block to the insight behind it.

15.2 · Faceted listing

The card brings all three decisions to the listing: what it costs new, what it costs pre-owned, and whether it is in your store today. A single card pattern with fixed fields replaces the three current grid modes.

Filters Clear all CONDITION New (412) Pre-owned (287) PLATFORM PS5 (198) Switch 2 (164) AVAILABILITY Today in Nervión (46) 24 h delivery (390) GENREAction · RPG · Sports… NO. OF PLAYERS1 · 2 · 3–4 · online PEGI3 · 7 · 12 · 16 · 18 PRICE I-8 143 results PS5 ✕ Today in Nervión ✕ Pre-owned ✕ Sort: relevance ▾ H1 · persistent chips EA Sports FC 26 PS5 · compatible ✓ New €69.99 Pre-owned €42.99 Today · 2 left [card with the same fixed structure][card with the same fixed structure] [card][card][card] I-1 · I-2 · I-3 · H4
Figure 18. The card brings all three decisions to the listing: what it costs new, what it costs pre-owned and whether it is in your store today. A single card pattern with fixed fields replaces the three current grid modes.

15.3 · Unified product page with a condition comparator

This is the central screen of the redesign and the one taken to experiment (A/B #1). It replaces two independent product pages —new and pre-owned— with a single one carrying a variant selector.

Home › Games › PlayStation › PS5 › Sports [gallery] EA Sports FC 26 ★ 4.2 (318) · PEGI 3 · 1–22 players PLATFORM PS5 ✓ PS4 Switch 2 ✓ works with your console EDITION Standard ✓ Ultimate CHOOSE CONDITION — THE DECISION THAT USED TO NEED TWO TABS New · sealed €69.99 Pre-owned · as new €42.99 3-year warranty · 420 pts 24 h delivery 2-year GAME warranty · 258 pts Store-verified · you save €27 I-1 · H6 · A/B #1 🚚 Get it Wed 26 Aug 📍 Today in Nervión · 2 left · reserve and collect With your 1,240 pts: €30.99 Add to basket I-3 · I-7 · T6
Figure 19. One screen answers the four questions that today require navigation: which version, in what condition, when it arrives and where it is. The points-adjusted price appears before the decision, not in the payment summary.

15.4 · Single-page checkout

The total cost, shipping and points included, is visible from the first second and stays pinned. Registering stops being a precondition and becomes a post-purchase offer.

Checkout 1 page · no forced registration EXPRESS PAYMENT Bizum Apple Pay Google Pay or continue below 1 · CONTACT email address create an account at the end 2 · HOW YOU WANT IT 📍 Collect today · Nerviónfree · ready in 2 h 🚚 Home deliveryWed 26 Aug · €3.95 I-3 3 · PAYMENT Your order EA Sports FC 26 · PS5€42.99 pre-owned · as new Store collection€0.00 Points applied (1,240)−€12.00 Total€30.99 You earn 258 pts with this order Pay €30.99 Free returns in store · 30 days I-9 · A/B #4
Figure 20. The total cost, shipping and points included, is visible from the first second and stays pinned. Registering stops being a precondition and becomes a post-purchase offer.
(16) — Visual system and UI

Red signals rather than decorates; price rules; and there is one card pattern, not three

The wireframes define what goes on each screen; this chapter defines how it looks. The goal is not to redesign the brand —GAME's red is an asset— but to build a system that solves the three visual problems documented: flat hierarchy, insufficient contrast and inconsistency between templates.

Principle 01

Red signals, it doesn't decorate

Today the brand red appears on backgrounds, text, badges and buttons all at once, so it means nothing. In the system it is reserved for the primary action and the exclusive badge. Everything else is handled with neutrals.

Principle 02

Price rules the card

The heaviest typographic element on any card is the price, followed by the title. Badges, financing and delivery are auxiliary text and never compete with it.

Principle 03

One pattern, not three

A single card anatomy with fixed fields replaces the three current grid densities. If a field doesn't apply, the space is reserved; nothing is ever reordered.

Palette and tokens

A palette built on the brand red, with a warm neutral base and desaturated semantic colours. Every text-on-background pairing clears 4.5:1 and every interface pairing clears 3:1.

Brand#B3001FPrimary action and exclusive badge · 7.1:1 on white
Brand dark#8A0018Hover and active states of the primary button
Ink#14181DBody text · 16.1:1
Ink 2#4B5159Auxiliary text · 7.6:1
Strong border#6B7280Form field borders · 4.6:1
Success#0F6B4FStock available and delivery date
Warning#8A5B00Pre-order and verified last units
Information#1F5FA8Links, financing and the focus ring
Pre-owned#6E4A9EProduct condition, not “offer”
Surface 2#F5F6F8Block backgrounds and loading states

A colour decision

Pre-owned gets a colour of its own —a desaturated violet— rather than an “offer” green. It is a business decision translated into UI: pre-owned is not a discounted product, it is a condition category with its own warranty promise, and the visual system has to say so before anyone reads a word.

Type scale

A single sans-serif family for the interface, with a modular scale of ratio 1.25 anchored at 16 px. Each level carries its intended use so nobody has to invent a size.

display · 40/44 · 800 · −2.5%Pre-order and collect on day one
page h1 · 32/38 · 700PS5 video games
section h2 · 24/30 · 700Best sellers this week
price · 22/26 · 800 · tabular69,99 €
product title · 16/22 · 600EA Sports FC 26 · Standard Edition
body · 16/26 · 400Description text, terms and long-form content.
auxiliary · 13/18 · 400Free delivery over 49 € · 15-day returns
label · 11/14 · 600 · +6%GAME exclusive

Hard rules of the system

Prices always in tabular figures with a comma decimal in es-ES format —never the apostrophe found in the CRO audit—; no interface text below 13 px; and line length in long-form content capped at 70 characters.

Anatomy of the product card

It is the most repeated component on the entire site and the one that currently has three different variants. This is the only version, with a fixed reading order and every field justified by a finding from the study.

cover PRE-OWNED ★★★★★ 4.6 · 128 reviews EA Sports FC 26 PS5 · Standard Edition €69.99 Pre-owned from €42.99 from €6.99/month Get it tomorrow · Today in Nervión Add to basket 1 2 3 4 5 6 7 Condition badge Pre-owned gets a colour of its own. Two badges per card, maximum. I-1 · card sorting 0.84 Rating and number of reviews The widest gap in the benchmark. Never stars alone: the count is what makes it credible. ch. 12 · GAME 1/3 vs market 3/3 Title and variant on the same reading line One platform visible, never stacked. Prevents buying the wrong version. I-2 · 2 of 12 failed T1 Price as the dominant element Tabular figures, es-ES format. Fixes the decimal apostrophe found in the audit. ch. 10.4 · heuristic H4 Pre-owned price on the card itself Brings the comparison to the listing, with no second page to open. A/B #1 · +15.5% product-page conversion 6 · Financing and delivery Certainty before opening the product page. 7 · A single primary CTA The whole card is clickable as the secondary action. Removes today's double CTA.
Figure 21. Seven fields, a fixed order, and each one carrying the finding that justifies it. When a product has no pre-owned version that line is dropped and nothing else moves: the grid stays stable across cards.

Component states

Every interactive component defines six states. Focus is not optional: it is WCAG criterion 2.4.7 and today it is removed by CSS across the whole site.

State specification · primary button and card
StatePrimary buttonProduct cardRequirement
Rest#B3001F background, white text, 6 px radius, 44 px height1 px neutral border, no shadowText contrast 7.1:1
Hover#8A0018 background, no size changeSubtle elevation and reinforced borderNever colour change alone
FocusA 2 px ring offset 2 px from the component, colour #1F5FA8, visible on any backgroundWCAG 2.4.7 · 3:1
Active#8A0018 background and a 1 px shiftReduced elevationResponse < 100 ms
DisabledNeutral background, 4.5:1 text, not-allowed cursor60% opacity and an “Out of stock” badgeNever opacity as the only indicator
LoadingIndicator inside the button itself, fixed widthSkeleton on the same gridAvoids layout shift (CLS)

Grid and spacing

A 4 px spacing scale —4, 8, 12, 16, 24, 32, 48, 64— and a 12-column grid with a 24 px gutter on desktop, 4 columns and 16 px on mobile. Tap targets never drop below 44×44 px, which resolves both WCAG criterion 2.5.8 and the 31.4% misclick rate measured in the unmoderated test.

Current system

  • Three grid densities showing different fields
  • Brand red on backgrounds, text, badges and buttons
  • Prices with a decimal apostrophe and no dominant hierarchy
  • Focus ring removed by CSS
  • Two visually different templates across domains

Proposed system

  • One card anatomy with fixed fields and a stable order
  • Red reserved for the primary action and exclusives
  • Price as the dominant typographic element, es-ES format
  • A focus state defined in the system itself
  • Single set of tokens, contrast verified AA on every pair
(17) — A/B experimentation simulated

Five experiments, four decisions, and one that gets rejected while winning

Five production experiments on the hypotheses with the strongest converging evidence. 50/50 assignment by user, a minimum duration of two full weekly cycles, and guardrail metrics defined before launch so a winning test can still be rejected.

0% +10%+20%+30%+40% #1 New/pre-owned comparator #2 Fault-tolerant search #3 In-store availability #4 Single-page checkout #5 Stock urgency +15.5% · p=0.004 +27.1% · p<0.001 +6.3% · p=0.11 +9.4% · p=0.011 +11.2% · rejected RELATIVE EFFECT ON THE PRIMARY METRIC · bars = 95% CI ○ hollow circle = wins on the primary metric but breaks a guardrail
Figure 22. Test #3's interval crosses zero: the experiment was underpowered, not refuted. Test #5 wins on its primary metric and is rejected anyway — which is exactly what guardrails are for.

#1 · New / pre-owned comparator on the product page

21 days · 184,320 users
FieldDetail
HypothesisIf we show the new price and the pre-owned price for the same title on the same page, with condition and warranty spelled out, then product-page-to-order conversion will rise, because we remove a comparison that today forces users to memorise a price and switch screens (I-1, H6).
VariantA unified page per title with platform, edition and condition selectors, and a side-by-side comparator block. Control: two independent pages with no link between them.
Primary metricProduct page → order conversion. 8% relative MDE, power 0.80, α = 0.05.
GuardrailsReturn rate, gross margin per order, product page load time.
Primary result3.41% → 3.94% · +15.5% · 95% CI [+5.1%, +26.3%] · p = 0.004
SecondaryPre-owned units as a share of total: 18.3% → 24.7% (+6.4 pp). Average basket: −1.8% (not significant, p = 0.21). Gross margin per order: +9.2% (p = 0.008).
Guardrails measuredReturns unchanged (2.9% against 3.0%, n.s.). Page load +40 ms, within budget.
DecisionRoll out to 100% Basket value falls and margin rises: the mix moves towards the right product.

#2 · Fault-tolerant search with zero-result recovery

14 days · 142,800 sessions with a search
FieldDetail
HypothesisIf search autocompletes by entity (title, series, platform), corrects typos and the zero-results page proposes alternatives, then more search sessions will reach a product page, because today a single mistyped letter ends the journey (I-6, H5, H9).
Primary metric% of search sessions that reach a product page.
Primary result46.2% → 58.7% · +27.1% · 95% CI [+18.9%, +35.8%] · p < 0.001
SecondaryZero-result searches: 21.0% → 6.4%. Bounce after a search: 62% → 39%. Overall conversion of those sessions: +11.8%.
DecisionRoll out to 100% The largest relative effect of the five and the most contained implementation.

#3 · In-store availability on listing and product page

21 days · 192,800 users
FieldDetail
HypothesisIf we show store-level stock with a persistent selector, then overall mobile conversion will rise, because we answer online the question that today forces a phone call (I-3).
Primary metricOverall mobile conversion.
Primary result1.12% → 1.19% · +6.3% · 95% CI [−1.4%, +14.6%] · p = 0.11 → inconclusive
SecondaryOrders with store collection: 9.4% → 12.6% (+34%, p = 0.002). Store selector usage: 27% of mobile sessions. Returns: −0.6 pp.
DiagnosisThe experiment was underpowered: with a true effect around 6%, roughly 340,000 users per arm would have been needed. And the primary metric was wrong: this lever shifts orders between channels before it creates them.
DecisionRepeat A 6-week re-test with primary metric = total customer orders (online + collection) and margin per order as secondary. The variant stays live meanwhile because of the click & collect result.

#4 · Single-page checkout with guest by default

28 days · 78,400 checkouts started
FieldDetail
HypothesisIf we remove mandatory prior registration, condense payment into one page and show the total cost from the start, then checkout completion will rise, especially on mobile, because the mobile-desktop gap (2.4×) is double the sector's (I-9).
Primary metricCheckout completion rate.
Primary result41.7% → 45.6% · +9.4% · 95% CI [+2.2%, +17.0%] · p = 0.011
SegmentedMobile: 36.2% → 42.1% (+16.3%, p = 0.003). Desktop: +4.1% (n.s.). The effect sits exactly where the diagnosis said it would.
GuardrailsChargebacks unchanged. Account creation: from 100% forced to 61% voluntary post-purchase. Accepted: we lose empty accounts and gain orders.
DecisionRoll out to 100% with account capture on the confirmation page.

#5 · Stock urgency — the experiment that gets rejected while winning

21 days · 156,200 users
FieldDetail
HypothesisIf we show “3 units left” on the product page, then add-to-cart will rise, because it reduces decision delay.
Primary resultAdd-to-cart +11.2% · 95% CI [+4.0%, +18.7%] · p = 0.003 → it wins.
GuardrailsReturns +2.8 pp (p = 0.02). Post-purchase NPS −7 points. Customer service contacts +18%. Net margin per order: −4.1%.
DecisionDo not roll out The effect is real and it is a loan: it pulls forward purchases that later come back, and it erodes the trust the entire pre-owned proposition rests on.
LearningReplaced by a truthful urgency variant —“last unit in Nervión, hold it for 2 h”— which goes to test in the next wave. Informational urgency gets tested; manufactured urgency doesn't.
(18) — Insights and solutions

Every row should be closable with a number, not with an opinion

The ten insights of the study with their solution, their control metric and the real state of the evidence. This is the working table of the redesign.

Insight → solution → metric matrix · ordered by estimated impact
#InsightDesign solutionControl metricBaseline → targetEvidence
I-1People compare versions of the same title, not different productsUnified product page with a variant selector and a new/pre-owned comparatorProduct page → order CVR3.41% → 3.94%A/B #1 ✓
I-6Search is the entry route that works and, at the same time, the most fragileEntity autocomplete, typo correction, zero results with alternativesZero-result searches21.0% → 6.4%A/B #2 ✓
I-9The mobile-desktop gap is double the sector'sSingle-page checkout, guest by default, visible total cost, express paymentCheckout completion (mobile)36.2% → 42.1%A/B #4 ✓
I-10The tree mixes four axes at the same levelFive branches by product type plus cross-cutting facetsTree testing success41% → 78%Tree test ✓
I-3The store network acts as customer service for the online channelPersistent store selector, stock chip on listing and product page, collection as a first-class option% click & collect orders9.4% → 14.8%A/B #3 · re-test
I-8Only 4.7% of sessions filter because the facets answer nothingA nine-facet taxonomy built on the shopper's real questions% sessions with a filter4.7% → 16%Card sort · analytics
I-4“Reserve” and “Pre-purchase” are accounting categories exposed as labelsA two-date sentence —charge and delivery— plus a lowest-price guaranteeSuccess on the pre-order task42% → 92%Prototype n=10
I-2Compatibility doubt produces silent abandonment, not enquiries“My consoles” as a saved preference plus a warning before adding to basketAdd-to-cart with the wrong platform−60% targetNot validated
I-7The membership scheme appears once it can no longer influence the decisionBalance in the header and a points-adjusted price on every product page% orders applying points12.1% → 28%Not validated
I-5The home page optimises for the user without intent, who is the minorityA two-speed home: direct access at the top, curation cut to five modulesHome → listing CTR22.4% → 29.8%Pending test

How to read this table

Four rows carry experimental evidence, three carry research evidence but not production evidence, and three remain reasoned bets. That distinction has to survive the redesign: whatever hasn't been measured ships behind an experiment, not behind a conviction.

(19) — Projected sales impact model

Sales rise 16.3%; margin rises 26.9%. The success metric is not GMV

An impact model built on the study's funnel and the effects measured in the experiments. The question it answers is not “how much does the experience improve”, but how many orders and how many euros of margin the redesign adds over twelve months.

Baseline

Direct online channel · 12 months
VariableValueOrigin
Sessions12,000,000Analytics · 30-day extrapolation
Session → order conversion1.71%Funnel
Orders205,200Calculated
Average basket€72.00Analytics
Sales (GMV)€14.77MCalculated
Blended gross margin17.5%18.3% new · 38.0% pre-owned · 18.3% unit mix
Gross margin€2.59MCalculated

How the effect compounds

Each lever acts on a different funnel stage, so their effects multiply rather than add. An attenuation factor is applied to the gross result, capturing what separates the lab from the rollout: overlap between levers, novelty decay, implementation quality and seasonality.

Contribution of each lever to overall conversion
LeverFunnel stageMeasured effectCoverageContribution
New/pre-owned comparatorProduct page → basket+15.5% (A/B #1)48%+7.6%
Fault-tolerant searchEntry → product page+27.1% (A/B #2)38%+5.8%
Single-page checkoutPayment → order+9.4% (A/B #4)100%+9.4%
In-store availabilityProduct page → basket+6.3% (A/B #3, re-test)~50%+3.0%
New architecture and facetsEntry → listing → product pageTree test 41% → 78%62%+4.0%
Gross compound effect1.076 × 1.058 × 1.094 × 1.030 × 1.040+33.4%
After attenuation× attenuation factor (base scenario 0.55)+18.4%

Twelve-month scenarios

Projection · the base scenario is the one recommended for planning
VariableTodayConservative att. 0.34Base att. 0.55Optimistic att. 0.80
Overall conversion1.71%1.90%2.02%2.17%
Orders / year205,200228,593242,957259,988
Change in orders—+11.4%+18.4%+26.7%
Average basket€72.00€71.28€70.70€70.20
Sales (GMV)€14.77M€16.29M€17.18M€18.25M
Change in sales—+10.3%+16.3%+23.5%
Pre-owned unit mix18.3%22.1%24.7%27.4%
Blended gross margin17.5%18.3%19.1%19.8%
Gross margin€2.59M€2.98M€3.28M€3.61M
Change in margin—+15.3%+26.9%+39.8%

The number that isn't on the top line

Sales grow 16.3% but margin grows 26.9%. The comparator shifts the mix towards pre-owned, which has a lower basket and more than double the margin. A dashboard that only watches revenue will undervalue the redesign by almost half: the success metric for this project is margin, not GMV.

Quantifiable secondary effects

Base scenario · impacts outside the online funnel
EffectCalculationAnnual impact
Logistics saving from click & collect13,120 orders diverted to store × €3.10 of shipping cost avoided+€40,700
Cross-selling on collection13,120 collections × 22% additional purchase × €18 average basket+€51,900
Lower phone support costStock enquiries resolved online · conservative estimate+€28,000
Returns avoided from platform errors−0.6 pp on 242,957 orders × €6.80 of handling cost+€9,900
Total incremental marginFunnel margin (+€0.70M) plus secondary effects+€0.83M

Investment and return

€355k

Estimated investment: 7 people × 5 months plus continuous research.

+€0.83M

Incremental margin in year 1, base scenario.

5.1 months

Break-even point. Year 1 ROI: 134%.

Sensitivity analysis

The only genuinely uncertain parameter is the attenuation factor. The project stays profitable even in the worst modelled case.

Profitability threshold by attenuation
AttenuationOrder upliftIncremental marginVerdict
0.15+5.0%+€0.33MProfitable · break-even at 12.9 months
0.34+11.4%+€0.52MProfitable · break-even at 8.2 months
0.55+18.4%+€0.83MPlanning scenario
0.80+26.7%+€1.12MRequires frictionless execution

Profitability threshold

Attenuation 0.16 · +5.4% uplift in orders. Below that point the project does not pay for itself in the first year. The three experiments already won sustain a gross effect of +24.5% on their own; to fall below the threshold, real attenuation on those three levers would have to be under 0.22, which none of the confidence intervals suggests.

(20) — Roadmap and scorecard

The order isn't theoretical impact: it's impact divided by effort

RICE prioritisation across the ten solutions. What sets the order is how much you learn in the first three months, not how much each initiative promises on paper.

RICE prioritisation · reach in thousands of users/quarter · effort in person-weeks
InitiativeReachImpactConfidenceEffortRICEHorizon
Fault-tolerant search + zero results1,1402.095%6361H1 · month 1
New/pre-owned comparator on the product page1,0203.090%10275H1 · months 1-2
Expanded facets on the listing1,8301.580%12183H2 · month 3
New architecture and naming3,0001.080%16150H2 · months 3-4
Two-speed home page2,4001.070%14120H3 · month 5
Store selector + stock on the product page1,5002.060%2090H2 · month 4
“My consoles” and compatibility warning9001.565%1088H3 · month 5
Pre-order with two dates and price guarantee2102.085%571H2 · month 4
Points visible on product page and header6001.070%760H3 · months 5-6
Single-page checkout1233.090%842H1 · month 2

Three horizons

H1 · months 1-2

Win fast

The three levers with a won test: fault-tolerant search, the condition comparator on the product page, and single-page checkout. None of them requires touching the architecture or the catalogue.

Why here: they deliver 67% of the modelled uplift with 30% of the effort, and they build the internal credibility that funds the rest.

H2 · months 3-4

Restructure

Architecture, expanded facets, store selector with real stock and pre-orders with two dates.

Why here: this is the block that demands catalogue work and inventory integration. This is where execution risk lives.

H3 · months 5-6

Personalise

The two-speed home page, “My consoles” with a compatibility warning, and points visible from the product page.

Why here: everything that depends on knowing the user only makes sense once the rest already works.

Scorecard

Tracking KPIs · monthly review · baseline June 2026
LevelIndicatorBaseline6-month target12-month target
BusinessGross margin of the online channel€2.59M€2.95M€3.28M
Overall conversion1.71%1.92%2.02%
Pre-owned unit mix18.3%22.0%24.7%
ProductProduct page → order conversion3.41%3.80%3.94%
Mobile checkout completion36.2%41.0%42.1%
Sessions applying any filter4.7%12.0%16.0%
Orders with store collection9.4%12.6%14.8%
ExperienceSUS58.472.078.0
Success on critical tasks45%70%82%
NPS of the online channel−12+5+18
GuardrailReturn rate3.0%≤ 3.0%≤ 2.8%
Support contacts per order0.14≤ 0.12≤ 0.10

What to validate before calling this done

  • Re-test the store selector with a corrected primary metric —total customer orders— and adequate power. Six weeks.
  • A usability test of the high-fidelity prototype with 10 participants, including two profiles not covered: the digital-only buyer and the campaign-season gift buyer.
  • A dedicated Christmas campaign study, with a purchase diary across 15 participants through November and December.
  • Research into the trade-in circuit —selling your games—, invisible online today and probably the biggest unexplored opportunity in this study.
  • Instrumentation before rollout: none of the ten solutions should ship without its control metric already measuring the baseline.
(21) — Prioritised table of findings

All thirty-two findings of the study in a single working table

Every finding with its origin, its estimated conversion impact and its implementation effort. Attack high impact and low effort first.

The Origin column lets you trace every line back to the technique behind it: no high-priority finding comes from a single source.

Showing all 32 findings.

Impact: 3 bars = high · 2 = medium · 1 = low
AreaFindingActionOriginImpactEffortPriority
DiscoveryCarousel listings, with no grid and no filtersA PLP with a grid, faceted filters, sorting and pagination06 · 10 · 12HighHigh
Product pageNew and pre-owned on separate pagesA unified page with a condition comparator03 · 05 · 06MediumHigh
SearchNo autocomplete, no correction, terminal zero resultsFault-tolerant search with recovery and facets08 · 09 · 10MediumHigh
Product pageNo delivery date or shipping cost next to the CTAA certainty block with date, cost, stock and collection07 · 10 · 12MediumHigh
TrustSocial proof almost non-existentVerified reviews, stars on the card, external seal10 · 12MediumHigh
First impressionNo benefits bar on the first screenA persistent trust bar with four benefits10 · 12LowHigh
OmnichannelStore-level stock invisible across the whole siteA persistent store selector and an availability chip03 · 05 · 06HighHigh
CheckoutMandatory registration and a four-step processSingle-page checkout with guest by default08 · 17MediumHigh
ArchitectureNine branches mixing four axesFive branches by type plus cross-cutting facets13 · 14HighHigh
AccessibilityAuto-rotating carousel with no pause and no keyboard accessPause, focusable controls and correct ARIA11 · WCAG 2.2.2 / 2.1.1LowHigh
AccessibilityKeyboard trap in the mega menuClose with Esc and return focus to the trigger11 · WCAG 2.1.2LowHigh
AccessibilityCovers with no descriptive alternative textalt per product and banner text in HTML11 · WCAG 1.1.1LowHigh
AccessibilityFields labelled with placeholder only and errors in colour onlyPersistent label, text message and aria-invalid11 · WCAG 3.3.1 / 3.3.2LowHigh
NavigationBroken breadcrumb across the whole siteA real dynamic breadcrumb with BreadcrumbList09 · 10LowHigh
Product pageNo bundles, accessories or extended warrantyA “Complete it” module and optional protection10 · 12MediumHigh
Pre-orders“Reserve” and “Pre-purchase” are not understoodA two-date sentence and a price guarantee05 · 06LowMedium
MobileA reduced experience, not mobile-firstSticky CTA, filters in a panel, 44 px tap targets08 · 10MediumMedium
First impressionA carousel with five rotating messagesA single hero with one priority and one CTA03 · 10LowMedium
Product page“SOLD OUT ONLINE” with no way out“Notify me”, alternatives and an expected date06 · 10LowMedium
LoyaltyPoints only appear in the payment summaryBalance in the header and an equivalent price on the product page05 · 06LowMedium
CompatibilityNothing prevents buying another platform's version“My consoles” and a warning before adding03 · 05 · 09MediumMedium
InfrastructureTwo domains with different templatesConsolidate and 301-redirect the legacy one10HighMedium
PerformanceHigh LCP and page weight on mobileOptimise the hero, AVIF/WebP, defer scripts08 · 10MediumMedium
AccessibilityInsufficient contrast on struck prices, badges and auxiliary textColour token adjustments11 · WCAG 1.4.3 / 1.4.11LowMedium
AccessibilityFocus ring removed by CSSA focus state in the component system11 · 16 · WCAG 2.4.7LowMedium
AccessibilityListings with no list semantics and heading level jumpsSemantic markup and a hierarchy with no jumps11 · WCAG 1.3.1MediumMedium
AccessibilityRepeated links with no clear purposeSelf-explanatory text or aria-label with the product11 · WCAG 2.4.4LowMedium
AccessibilityReflow with horizontal scrolling at 320 px and overlaps at 200%Fluid layout and relative units11 · WCAG 1.4.10 / 1.4.4MediumMedium
CopyA double CTA on the card and an unexplained depositOne primary CTA and pre-order microcopy09 · 10LowMedium
DesignPrice format with a decimal apostrophees-ES format and a typographic hierarchy for price10 · 16LowLow
AcquisitionNewsletter with no tangible incentiveA points incentive and contextual capture10LowLow
TrustReal urgency left unusedTruthful urgency only: a verified last unit per store10 · 17LowLow

Conclusion

GAME doesn't need to invent an advantage: it holds three that Amazon cannot replicate —the store network, the verified pre-owned circuit and a living membership scheme— and all three are invisible at the exact moment the user decides.

That is why the redesign doesn't start with aesthetics. It starts by turning today's categories into facets, by bringing the comparison to where the decision happens, and by stating the date, the final price and the stock before asking for a card. If those three questions have a visible, certain answer, conversion rises on its own. If they don't, no visual redesign will save it.

  • expert evaluation Direct observation of the live site
  • code Synthesis from the thematic analysis
  • simulated A real method run on synthetic data

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