Hey, I'm Lydia · Edinburgh, UK · happy to work remotely or relocate
Lydia Galeano Agut
I watch people use apps and play games, then help teams make them better.
I'm a UX researcher with a psychology degree, so I spend a lot of time wondering why people do what they do. I've interviewed yoga teachers about moving their classes online, followed mobile players for days, and run 50+ playtests on PC, mobile, console and VR. Whatever the product, I turn what people say and do into changes teams can act on. And yes, my name's in the credits of 7 released games.
4+years of UX research across apps and games
50+playtests run, with grown-ups and kids
3languages I can research in: English, Spanish, Catalan
Interviews ✦ Usability tests ✦ Playtests ✦ Surveys ✦ Diary studies ✦ Personas ✦ Accessibility ✦ Llibertat ✦ Drac ✦ Open Mat ✦ Tardor ✦ Marea ✦ Equip ✦Interviews ✦ Usability tests ✦ Playtests ✦ Surveys ✦ Diary studies ✦ Personas ✦ Accessibility ✦ Llibertat ✦ Drac ✦ Open Mat ✦ Tardor ✦ Marea ✦ Equip ✦
How to read this
Quick read gives each project in plain words: the question, what I did and what changed. Full case studies adds methods, my reasoning, and what I would do differently. Names are changed, and client results stay confidential, so the game cases focus on how I designed and ran each study. Open Mat shows a full case with findings.
New to UX research?
What a user researcher does
Watch real people use it
Whether it's an app, a website or a game, I see how people really use it: through interviews, usability tests, surveys or playtests (people try an unfinished game while I observe). People rarely do what the design team expects. I also look for insights beyond the brief, which often add extra value, and my psychology background keeps my focus on behaviour: what people actually do, not just what they say.
Find the patterns
One person's opinion is an anecdote. When 20 of 35 people get stuck in the same place, that's a finding. I combine survey numbers with what people say and do.
Tell the team what to fix first
I rank problems by how much they hurt the experience and suggest concrete changes. Good research saves a team from launching something people give up on.
Where I can help
Three areas of experience
Video games · most experience
Playtests from pre-alpha to launch
Moderated and unmoderated playtests, diary studies, focus groups and large quantitative surveys for indie and AAA studios worldwide. Accessibility, onboarding, pacing and retention.
Apps & digital products
Discovery research for new products
Turning a vague business idea into clear research questions, interviewing users and synthesising what they need, as I did for a yoga teaching platform.
Psychology & behaviour
Why people do what they do
A psychology degree and a master's in cognition and consumer behaviour, including biosensor methods such as eye tracking.
Measuring, stage by stage, whether players keep playing
Narrative adventure · PC · unmoderated, played at home · pre-release
Role
Games User Researcher
Team
2 researchers
Players
35
Methods
Playtest, think-aloud, surveys
The question
Will people keep playing?
A studio wanted to know if players would stay with their story game after the first half hour, how its cast was received, and how accessible it was.
What I did
Split the game into stages
I played the game myself first, then designed a study where 35 players played in stages at home. They answered a short survey after each early stage, and a longer final one when they finished the game.
Why it matters
See when interest changes
Checking in at several points shows exactly when players get hooked or start to drift, instead of one verdict at the end.
Client results stay confidential. This case shows how I designed and ran the study.
Objectives
Main
Retention. Do players want to continue after 30 minutes, and does that hold as the game goes on?
Secondary 1
Representation. How do players see the game's characters and its diversity goals?
Secondary 2
Accessibility. What barriers do players hit, and do they know about the features that exist?
Why this method
A mixed-methods, repeated-measures design: observational playtesting with think-aloud, plus a questionnaire at each checkpoint. We wanted to understand how players experienced the game over time, not capture a single impression.
Method
Its job
Observation + think-aloud
Behaviour, immediate reactions, confusion and usability issues
Closed questions
Comparable ratings and patterns across all 35 players
Open questions
Explanations that set answers would miss
Repeated questionnaires
How experience and willingness to continue changed across checkpoints
Final questionnaire
The overall experience, including accessibility
Keeping play natural. Thinking aloud doesn't come naturally while playing, and it can change how people play. So alongside encouraging players to share their thoughts, I always asked them to play the way they would at home.
Why not interviews? Interviews would have gone deeper into motivation. But think-aloud already gave immediate qualitative insight, and repeated questionnaires gave consistent feedback from all 35 players at several stages. The final survey also had a lot of open-ended questions, which gave players room to explain their experience in their own words, much like an interview would. Follow-up interviews would have been the next step if a pattern had needed explaining.
Study design
0:00–0:30Stage 1Play + short survey
0:30–1:00Stage 2Play + short survey
1:00–1:30Stage 3Play + short survey
~2.5 h free playStage 4Own pace, one sitting or several, to the end of the game + longer final survey
Why I played it first. Two reasons. My facilitation shouldn't clash with the natural experience. And a multi-session study only works if the game lets players save and resume, which is easy to overlook when planning.
Recruitment
How I screened players
Real experience with the genre (hours played in similar games)
Able to commit to a multi-session study on PC
Includes players who report accessibility needs
A spread of ages and genders
Attention-check questions to remove careless or dishonest answers
Turning data into decisions
I logged every issue and highlight by stage and topic, then rated each with a traffic-light system (high, medium, low) so the team could see what to fix first. I presented the report to the client's researcher first, then to their wider stakeholders.
Looking back
Limitations, and what I'd do differently
Thinking aloud can change how people play, which is why players were asked to play as they would at home.
Saying you'll keep playing doesn't guarantee you will. Stated intent isn't real retention.
Changes between checkpoints may reflect learning, fatigue or different parts of the game, not only time played.
35 players is right for spotting patterns, but it doesn't make results representative of every player.
Next time I'd track players who dropped out between stages, and whether the free-play stage was played in one sitting or split up.
Case study 2 · Video games · Method spotlight
Drac
What makes a mobile game worth opening again tomorrow
Mobile game · iOS · diary study + focus group
Role
Games User Researcher
Team
Me, with the lead UX researcher overseeing
Players
6, over 4 days
Methods
Diary + focus group
The question
Why do players stay or leave?
Mobile games live or die on whether people come back each day. The studio wanted to understand motivations and expectations over time, not just first impressions.
What I did
Followed players for four days
Six fans of the genre played 30 minutes a day and filled in a short survey each time, like a diary. At the end I ran a focus group to dig into the why.
Why it matters
One session isn't enough
Timers and daily rewards only show their effect over days. A single test would have measured novelty, not habit.
Client results stay confidential. This case shows how I designed and ran the study.
Objective
Main
Identify players' motivations and expectations, and what helps or hurts their wish to keep playing over several days.
Study design
Day 1Session 130 min play, screenshot of progress, survey
Day 2Session 230 min play, screenshot, survey
Day 3Session 3Survey adds a topic of its own
Day 4 + afterSession 4 + focus groupFinal survey, then group discussion
The lead UX researcher and I chose the method together, and I ran the study. We recruited in the market where the game would launch first. Four days gave timed mechanics, like eggs hatching, time to play out.
Why this method
Method
Its job
Daily 30-minute sessions
Match the real rhythm of mobile play
Daily progress screenshots
Prove and show each player's progression, independent of opinion
Daily surveys
Each person's own view, tracked over time, before any group discussion
Focus group
Players' own view of their struggles, and what they'd want to see in future
Looking back
Six players is right for exploring motivations, not for measuring how common they are.
Four days shows early habits. Mobile retention plays out over weeks.
Being in a study makes people play more regularly than they might at home.
Focus groups can drift towards agreement, which is why the daily surveys captured individual views first.
Case study 3 · Digital product
Open Mat
How yoga teachers moved online during COVID
Discovery research for a new teaching platform · 2020–21
Role
UX Researcher
Team
Solo researcher, designer support
Participants
5 teachers, 4 countries
Methods
Interviews
The question
Is there a real need?
A start-up wanted to build something for yoga teachers but wasn't sure what. I helped turn that idea into clear research questions and a plan the designers and developers could build from.
What I did
Listened to teachers
I found and recruited teachers myself, then interviewed five in the UK, US, Spain and France about how they teach, the tools they use and what's hard.
What we found
They want it to feel like a real room
Teachers picked Zoom in a rush, not by choice. They wanted good sound, privacy for students' health data, and a way to see and correct students as if they were in the same room.
One hidden problem: on a mirrored video, students confuse left and right.
Objective
Main
Find yoga teachers' main pain points when organising and teaching classes, especially online, to inform a first product prototype.
At the start, the brief from management wasn't clear. I worked with them to define what we needed to learn, then wrote an action plan covering interviews, a survey and a focus group.
Method
RecruitFind teachersSocial media, Google search, personal invites, paid ads
Interview5 semi-structuredPhone and Zoom, recorded and transcribed
AnalyseThematic analysisCodes, then themes, then groups, in Miro
SynthesiseNeeds + personaShared with design and development
I ran every interview and did the thematic analysis myself, working from recordings and transcripts rather than memory. As the only researcher, I checked my findings with the UX designer, the product manager and some engineers. The guide covered years teaching, style, how often and where they teach, how they schedule, which tools they use, how teaching online feels and what's difficult.
The teachers ranged from one to ten years of experience: an independent teacher who started after an IT career, a hot-yoga studio owner, teachers working across several studios, and one who hadn't taught online yet.
Why interviews first. The brief was open and we didn't yet know which problems mattered, so open conversations fitted better than a survey. Five interviews in four countries gave depth and variety. The plan was to check the themes with a larger survey afterwards.
Artifact · interview guide
Semi-structured interview guide · topics
How long have you been teaching yoga?
Which style do you practise and teach?
How often do you teach, and where?
How do you organise and schedule your sessions?
Which platforms and tools do you use?
How does teaching online or remotely make you feel?
What difficulties have you run into?
Artifact · affinity map
Theme
Reliability"Everyone's internet being stable"Extra mics and screens to lift quality
Theme
Teaching presenceBig self-view to keep body in frameMirroring confuses left and rightStudents turn cameras off
Theme
Trust & safetyStudents share health informationPayments must feel safe
Theme
Tools by habitZoom picked quickly, not comparedReluctant to switch booking systemWants live classes plus a library
A redrawn, simplified version of the Miro board: codes from the transcripts (notes) grouped into themes.
What teachers want
Security
Students share health information, and payments must feel safe.
Reliable sound and video
Unstable internet was the main pain. Quality should hold whatever the class size.
A classroom feel
A big view of themselves so they can keep their body in frame, and a sense of being with students.
Live + library
Live classes, plus a library of past sessions.
Less intimidating
A space where students don't feel the need to turn cameras off.
Correcting posture remotely
Mirrored video makes left and right confusing, so corrections are harder than in person.
All teachers used Zoom, chosen for speed rather than after comparing options. Their setups were heavily Apple-based (MacBook, iPhone, iPad, AirPods), plus extra monitors and mics added to raise class quality. Scheduling tools were sticky: one studio owner stayed with her booking system because it was the first she used.
"I picture like my whole screen and having my video be like somewhere big in the middle so I can make sure that my arms and body are in the frame… some way to make it feel like you are in the room with my students."Teacher, interview
"I didn't do an evaluation… it was more to do something and do it quickly."Teacher, on choosing Zoom
"People don't understand left sometimes… because people are mirroring."Teacher, about one year in
"I think we all adapted and it has become 'the normal' really for me."Teacher, on moving online
Persona
Synthesised from 5 interviewsThe adapting teacher
Teaches in a studio and online, moved to video during the pandemic, and wants technology to stay out of the way.
Goals
Classes that feel like a shared room
See and correct students
Keep a regular crowd
Frustrations
Unstable connections
Left/right mirroring
Cameras switched off
Tools
Zoom
Laptop, phone or tablet
Booking website or app
What happened next
A survey and a focus group were planned as next steps to test these findings with more teachers. The company closed before the work could continue, so no product decision was made. The interviews still gave the team a clear, evidence-based starting point for prototyping.
Case study 4 · Video games · Method spotlight
Tardor
Three playtests, one game, from pre-alpha onwards
Single-player casual adventure · repeated playtests across development
Role
Games User Researcher
Rounds
3 playtests
Players
11 · 20 · 22
Methods
Observation + surveys
The question
Can players find their way?
Early on, the studio wanted to know if players could get around and learn the game once the tutorial ended. Later rounds looked at building, controls and side quests.
What I did
Tested at each stage
I set the scope, recruited the players and wrote the surveys. I also watched people play to see where they hesitated or got lost.
Why it matters
See if fixes work
Testing the same game three times shows whether changes actually helped players, not just what was broken.
Client results stay confidential. This case shows how I planned the rounds.
Study timeline
Pre-alpha · 11 playersNavigation & learningGetting around, and learning the game after onboarding
Alpha · 20 playersBuilding & controlsWhether building and the controls felt clear and comfortable
Later build · 22 playersSide quests & NPSHow side content landed, plus likelihood to recommend
Each round had its own focus, matched to what the team was building at that point. Pre-alpha sessions included watching players play, which works as a usability test. When I tested the next build, I could check which recommendations had been applied and move on to new questions.
Why it matters
One-off playtests show a snapshot. Repeated rounds on the same game build a relationship with the team and show whether changes helped. This is the kind of long-term research I'd like to do on one game.
Case study 5 · Video games · Method spotlight
Marea
Checking audience fit and the first-time experience before launch
Open-world adventure · PC · unmoderated, played at home · near launch
Role
Interviewer + report author
Team
4 researchers
Players
50 surveyed, 4 interviewed
Methods
Unmoderated playtest, survey, interviews
The question
Who is this game for?
The game was almost ready to launch. The studio wanted to know whether it worked for its intended audience, and how new players found the first hours.
What I did
Interviewed players, wrote the report
I joined a study planned by a colleague. I ran interviews, analysed the data with the team and wrote the final report.
Why it matters
Breadth and depth
A survey of 50 players shows how widely views are shared. Interviews explain why. Four researchers analysing together keeps one view from shaping the themes.
Client results stay confidential. This case shows how the study worked.
Study design
Part 1 · at homeIntro + free playUnmoderated: the intro, then as long as felt comfortable
Part 2 · 50 playersSurveyFeedback from all players after playing
Part 3 · 4 playersInterviewsIn-depth conversations about their experience
Part 4Team analysis4 researchers coded the data together, then I wrote the report
Why team analysis. With four researchers coding the same data and agreeing on themes, the findings didn't depend on one person's reading.
Why not only a survey? A survey shows what players think but rarely why. Questions about audience fit needed conversations.
Looking back
Only 4 of 50 players were interviewed, so the deeper explanations come from a small group.
Letting players choose how long to play kept it natural, but meant players saw different amounts of the game.
Joining a study someone else planned means working within their design. Next time I'd want a say in the plan, so the questions match the decisions the studio needs to make.
Case study 6 · Video games · Quantitative · Method spotlight
Equip
Getting trustworthy answers from 109 players at once
Multiplayer shooter · PC · large-sample playtest + survey
Role
Data cleaning + report
Players
109
Methods
Playtest + survey
The question
What works, and what doesn't?
The studio wanted the top highlights and issues in their multiplayer shooter, from a group big enough to trust the patterns.
What I did
Cleaned the data, wrote the report
Shooter fans played through set-up, matchmaking and matches, then answered a survey. I cleaned the answers and turned them into a ranked list of highlights and issues.
Why it matters
Many voices, not one
With 109 players, a pattern is something many people share, not one person's opinion.
Client results stay confidential. This case shows how I handled the data.
Study design
Stage 1Character customisationChoosing and setting up a hero
Stage 2MatchmakingFinding a match
Stage 3MultiplayerPlaying matches, then the survey
Why a large survey. The question was broad: what do players like and dislike across the whole game? A survey of 109 players shows which views are widely shared and which belong to a few.
From raw answers to a report
CleanCheck every answerRemove incomplete, careless or duplicate responses
DescribeWho took partPlayer profile, age and gender, to know who the results speak for
AnalyseRating scales1–5 ratings summarised as shares of players, plus yes/no questions
PrioritiseFindings logHighlights and issues, each rated low, medium or high
I paired the numbers with players' written comments, so each rating came with a reason the team could act on.
Looking back
Large samples can still lean one way. Checking who answered shows which players the results really speak for.
"Would download" and "would recommend" are stated intentions, not real behaviour after launch.
Breaking results down by player type, like hardcore vs midcore, would show who each request comes from.
How I report
What a findings report from me looks like
Invented example. This uses a made-up game and made-up numbers, not data from any real study. It shows how I present results, since client results stay confidential.
Ratings at a glance
Invented example: 40 players rating a made-up co-op puzzle game from 1 to 5. The figure on the right is the share rating 4 or 5.
How I'd read it: players enjoy the game, but low scores for controls and goals suggest something is getting in the way. The findings log then explains what.
Findings log
Severity
What happened
Impact
Recommendation
HIGH
Most pairs missed the prompt to swap roles and got stuck on level 2
Frustration; risk of quitting early
A clear visual cue when a swap is needed
MEDIUM
Players weren't sure what the end goal of each level was
Aimless play, lower "clear goals" score
Show the goal at the start of each level
MEDIUM
The camera clipped through walls in small rooms
Lost track of their character
Pull the camera closer in tight spaces
HIGHLIGHT
Pairs laughed together at the physics puzzles
The main reason for high fun scores
Keep, and feature it in marketing
Every finding follows the same shape: what happened, why it matters, and what to do. Severity tells the team what to fix first.
How I work
Principles I bring to every study
Communication first
Good communication is essential. Before choosing any method, I talk with the team until the objectives are clear, so we gather the data they actually need. It's also how I work in teams: keeping everyone in the loop and sharing findings in a way designers, producers and engineers can each use.
Say what the data says
When results aren't what a client hoped for, I present them anyway, framed as a chance to improve before launch.
Care for participants
I get informed consent and handle recordings confidentially. For in-lab sessions with children aged 8–14, parents gave consent and came along, and in one study children and parents played together as families. I also archive studies so teams can find them later.
Sweat the details
I have a very high attention to detail. I play every build before testing it, check that a game can save and resume before planning multi-day sessions, add attention checks to screeners, and go through survey answers one by one before trusting the numbers.
A little about me
The human behind the research
I grew up in Barcelona and I've always been curious about why people do what they do. That's what led me to psychology. By the end of my degree I knew I didn't want to work as a psychologist. I wanted to keep researching, so I did a master's in cognition and consumer behaviour and found my way into UX.
My favourite part of the job is the moment the patterns appear. You've been staring at notes, quotes and survey answers, and suddenly the story is right there. Then I get to turn it into a report people actually want to read.
These days I live in a small village near Edinburgh. I moved there for the nature, and I haven't regretted it once.
My perfect day
EarlySurfing
Late morningInto the woods with my dog
EveningAsian food, plus a fantasy series or a game with friends
Also into
Van trips around ScotlandLearning photographyWildlife travelFantasy worldsScience
Conference · Main sponsor representative · 14–17 Oct 2024 · Tampere, FinlandCHI PLAY 2024
Represented my company as the main sponsor of the leading academic conference on games and play research.
Experience
Background
2022 – 2025
Games User Researcher · Antidote, Barcelona
Ran 50+ playtests on PC, mobile, console and VR, in-lab and remote, for indie and AAA studios around the world, at every stage from concept and alpha to beta and release. My first was for a major global game publisher: a moderated remote usability test where players at home followed task instructions while I watched live, then answered survey questions out loud. Worked in multidisciplinary teams with designers, producers and engineers, and helped engineers build platform features for player sentiment tracking and automated reports. Like the rest of the research team, ran recruitment for my own studies from our shared panel of thousands: targeting players who matched the profile, writing screeners with checks for dishonest answers, cleaning the responses and selecting the final players, then tailored instructions, reminders, player support and rewards. Designed studies, built surveys, cleaned and analysed survey data, and reported findings to clients. Helped run the player community on Discord, including recruitment posts, moderation and security against leaks. Represented the company as the main sponsor at CHI PLAY 2024 and gave a talk on first-time user experience in games at IGDA Finland's Tampere hub.
2020 – 2021
UX Researcher · Yoga Solo, Barcelona
The only UX researcher in a multidisciplinary team of designers, product managers and engineers. Led discovery research for a yoga teaching platform: research planning, recruitment, interviews, thematic analysis and personas. Working closely with the team, I learned how apps are designed and built, from idea to prototype. I also did research to support the designer on MyPause, the company's yoga practice app.
Education
Master's in Cognition and Consumer Behaviour Research · Universitat Autònoma de Barcelona
Neuromarketing and biosensor methods such as eye tracking, plus machine learning basics in R.
Degree in Psychology · Universitat Oberta de Catalunya
Where my interest in why people do what they do turned into a career in research.
Certifications
Claude 101 · Anthropic Academy · 2026
Working with AI tools in everyday work.
User Research: Methods and Best Practices · Interaction Design Foundation · 2023
Top 10% distinction.
Methods
Playtests
Panel management
Usability testing
Think-aloud & observation
Interviews
Ethnographic research
Focus groups
Card sorting
Diary & longitudinal studies
Surveys
Accessibility testing
First-time user experience
Eye tracking & biosensors
Analysis
Thematic analysis
Severity ratings
Survey data cleaning
Pivot tables
Personas
Tools
Typeform, Qualtrics
SurveyMonkey
Google Sheets
Miro
Notion, Asana
Zendesk
Discord, Parsec, Shadow
Learning now
SQL
Python / pandas
Statistics
Power BI
Applied AI (Claude 101 certified)
Free courses to grow my data skills, ending in a data case study on game reviews.
Let's talk
Looking for my next research role
Games or product research, remote or in Edinburgh, and open to relocating. Happy to walk you through any case in more detail.