FIX-IT

UI/UX Designer · Unitel & Univision · 2024

FIX-IT key art
Meet the cast: your DIY Engineer and the four characters you'll encounter across the game world

Overview

Univision's support team was getting buried in calls about simple stuff, "Why won't my remote work?" "How do I reboot my router?" Their ask was straightforward: make learning these things actually fun.

The answer was a game.

Problem

Self-service support content, FAQs, video tutorials, help articles, had near-zero engagement. Users called support not because they couldn't find the answers, but because the format felt like homework.

The challenge was twofold: make troubleshooting engaging for a wide age range (children through elderly users), and reduce call volume on Univision's most common support topics.

The Game

Game world
The low-poly Mongolian neighborhood, players are welcomed into the town at the start of each session

FIX-IT is a low-poly 3D game set in a virtual Mongolian neighborhood. Players take the role of a DIY Engineer, moving through four themed areas, completing quests, and collecting items, a remote, a router, a cable. Complete the mini-game, earn an item. Collect all four, and you win.

Design

Game Architecture

We mapped the full game flow before touching a single screen. One entry point, four parallel mini-game tracks, and a shared reward system. The structure had to be simple enough for a child to follow but deep enough that older users didn't feel talked down to.

Early prototype walkthrough, testing the game loop end-to-end before building out individual screens
Full game user flow
Complete game architecture: entry, character selection, four mini-game tracks, success/failure branches, and reward states

Mini-Game #1: Cable Connection

The first game teaches physical setup: connecting a router, smartbox, and TV using the correct cables in the correct ports. Players drag cables to the right connectors while a robot guide explains each step.

Mini-game #1 flow and reference
Mini-game #1: user flow mapped against the real Univision setup guide, every game step maps to an actual support task
Cable connection mini-game on mobile
The cable connection game running on mobile at help.univision.mn/game

Mini-Game #2: Remote Control Quiz

The second game teaches remote button functions through a Q&A format. Players are shown the physical remote and asked questions like "Which button lets you search using your voice?" The robot rewards correct answers and adds context about features they didn't know existed.

Mini-game #2 flow and reference
Mini-game #2: question flow diagram, each question branches to a success or retry state with contextual robot feedback
Remote control quiz on mobile
Remote quiz in action, players identify button functions on a real representation of the Univision remote

Mini-Game #3: Channel Memory Match

The third game teaches channel navigation using a memory card matching mechanic. Players flip cards to find matching channel logos, Univision Хэтэч, YouTube, Karaoke, Good Price Market. Match them all, unlock the quest reward.

Mini-game #3 memory match flow
Mini-game #3: memory match flow, card reveal, match detection, success/retry branching, and quest completion state
Channel reward screen
Reward screen after completing a quest, players see the full app ecosystem they just unlocked

Mini-Game #4: LAN Cable Puzzle

The fourth game teaches internet connectivity through a sliding puzzle. Players guide a LAN cable through a grid, moving obstacles (a dog, furniture, tangled cables) out of the way to connect the router. Clear the path, restore the internet.

Mini-game #4 LAN cable swipe flow
Mini-game #4: swipe puzzle flow, obstacle types, cable routing logic, and stuck-in-game failure state
WLAN cable puzzle on mobile
The WLAN cable puzzle, keep obstacles away from the cable to avoid connection drops

Gameplay

Gameplay demo, cable connection and remote quiz mini-games
Gameplay demo, memory match and cable puzzle mini-games

UI System

The UI had to work simultaneously for a 7-year-old and a 70-year-old. High contrast, generous tap targets, minimal text, and visual language that explained itself. Every instruction that could be shown through animation was shown through animation instead of words.

UI component library, inputs, gestures, icons
Component library: gesture instruction states, navigation inputs, icon system, and mobile device breakpoints
UI component library, buttons and brand elements
Button system in all states, info and sound icon variants, Univision logo lockups, and text input components

Quest & Dialogue System

The robot guide is present throughout every mini-game, explaining rules, reacting to player choices, and teaching the lesson at the end of each quest. The dialogue system had to be clear enough to read in two seconds and warm enough that it didn't feel like reading a manual.

Dialogue and quiz card components
Quiz card component system, text-only, with action buttons, and with robot avatar in single and multi-button states
Quest and remote pairing flow
Quest assignment UI and remote pairing flow, players pair the Univision remote as part of the actual game progression

Testing & Iteration

Two groups gave the most useful feedback.

Kids were natural game design critics. They understood exactly how a game should flow and pinpointed anything that felt wrong, their instincts directly shaped the final mechanics.

Elder users grasped the game rules quickly but got lost navigating between areas. We responded with clearer signposting, explicit zone labels, and simplified in-game navigation. Three rounds of iteration followed before the UI was locked.

Final game demo, full run-through of all four mini-games and the engineer certification reward

Project Scope

Figma project overview
Full Figma canvas, loading screen, onboarding, 10 game screens, and all four mini-game flows with their component libraries

Outcome

FIX-IT became Univision's most viral campaign to date. Within the first month it had 5,000+ plays, an 80% completion rate, and had measurably reduced basic support call volume by 23%.

The project ran for 2 months. People had fun, and they actually learned something.

5,000+ Plays

In the first month since launch

23% Fewer Support Calls

Measurable reduction in basic support call volume within the first month

80% Completion Rate

Players finished all four mini-games and earned their engineer certification