About the game ℹ️
FC Mobile is a football simulation mobile game developed by EA Vancouver and published by Electronic Arts Sports worldwide. It was previously known as FIFA Mobile. The game allows players to play with friends online, build an ultimate team and play in tournaments. Players can join a league with friends and play PvP football. The game also allows you to simulate your teams in manager mode and perform realistic skills and shots in the game.
Core loop
In a minute of gameplay, players typically focus on quick, action-packed moments like executing passes, dribbling around opponents, attempting to score a goal and tackling opponents when losing possession of the ball. This engagement is fast and has short or no breaks.
Extended play
When playing FC Mobile for more than an hour, players engage in strategic gameplay like:
Building their teams by buying and selling players on market
Leveling up players and skill sets.
Playing multiple matches and grinding through achievements and challenges.
Exploring manager mode and skill-based challenges.
Signing up for tournaments and playing matches with real players online.
Longer sessions focus on mastery and satisfaction of progression of the players team.
Research goals 🔍
Ashfaaq's interest lay specifically in the skills secondary system of the game. The skills management is a core feature allowing players to perform special skills like dribbling and crossing over players to beat opponents and score goals.
Research Objectives
Identify player pain points for triggering skills
Assess player navigation to skill management
Explore skill button improvements
Main research methods
Secondary research through online forums and FAQs.
30-45 Usability study with recorded gameplay and interview.
What did players say 🧐
#1 Unclear how to trigger skills

The skill button in FC Mobile is merged with the sprint button, likely to enable players to perform skill moves while sprinting - a design choice that may reflect the developers' intent. However, new players find this feature highly confusing. During usability testing, Ashfaaq's participants incorrectly claimed that players could perform a single skill by double-tapping the skill button and sprint by holding it.
In reality, the skill button has four different skills assigned to it, each triggered by holding the button and moving it in one of four directions. This misunderstanding highlights a potential gap in the tutorial or player guidance regarding skill button functionality.
#2 Navigating to skill management
#3 Beginning a match
Idea generation💡
Improving navigation (the feasible way)
Test revealed that participants’ first instinct when searching for skill management was to check the settings menu. This insight suggests a feasible solution: adding a simple option under Settings > Gameplay > Manage Skill Moves that redirects players to the existing skill settings. This approach would enhance accessibility without requiring significant changes to the game.
Displaying skill name when triggering
Another proposed idea is to rename the skill button dynamically when triggering skills. Instead of displaying "Skill Move," the button could show the specific name of the skill being performed. This change could help new players learn and familiarize themselves with different skills, making it easier to execute them effectively.
Skill overlay
Another suggestion is to add an overlay displaying the skill move icon and its name when a skill is triggered. This feature would help new players become familiar with the skills and learn to execute the correct moves within the game. To accommodate players of all skill levels, this overlay could be made optional and toggled off through the settings panel for more experienced players.
Simple Kickoff menu
The usability study revealed that even starting a new game was confusing for participants due to the presence of various events and objectives. To address this, Ashfaaq proposes a simplified menu triggered by clicking "Kick Off," allowing players to choose between playing against AI or a friend online. This approach provides a straightforward flow for players without disrupting their experience.
These simple and highly feasible solutions have the potential to address all three key issues faced by players found in this research.
What's next 🕹️
Moving forward, Ashfaaq will:
Conduct Usability Testing: Test redesigned mockups with 2-3 participants to gain feedback on the broader control system and iterate accordingly.
Collaborate with Experts: Engage with a designer or developer from EA or a seasoned player to understand the intent behind the current control design and gather insights for refinement.
Investigate Key Questions: The usability study raised broader concerns that warrant further exploration:
Why are directional indicators shown only on specific buttons like pass and shot? Could these be customizable across all controls?
How does the system accommodate different gameplay mechanics, such as transitioning the skill button to tackle during defense? Are there opportunities to make these mechanics more intuitive?
Is the current layout optimal for various player skill levels, or can it be restructured to support both new and experienced players better?
These observations will guide future research and design iterations to enhance the overall gameplay experience.