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.

Illustration of a hiker in a hat with a golden dog, looking out over mountains at sunrise
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
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.

Selected work

Case studies

More projects · method spotlights

Case study 1 · Video games · Method spotlight

Llibertat

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.

MethodIts job
Observation + think-aloudBehaviour, immediate reactions, confusion and usability issues
Closed questionsComparable ratings and patterns across all 35 players
Open questionsExplanations that set answers would miss
Repeated questionnairesHow experience and willingness to continue changed across checkpoints
Final questionnaireThe 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

  1. 0:00–0:30Stage 1Play + short survey
  2. 0:30–1:00Stage 2Play + short survey
  3. 1:00–1:30Stage 3Play + short survey
  4. ~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

  1. Day 1Session 130 min play, screenshot of progress, survey
  2. Day 2Session 230 min play, screenshot, survey
  3. Day 3Session 3Survey adds a topic of its own
  4. 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

MethodIts job
Daily 30-minute sessionsMatch the real rhythm of mobile play
Daily progress screenshotsProve and show each player's progression, independent of opinion
Daily surveysEach person's own view, tracked over time, before any group discussion
Focus groupPlayers' 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

  1. RecruitFind teachersSocial media, Google search, personal invites, paid ads
  2. Interview5 semi-structuredPhone and Zoom, recorded and transcribed
  3. AnalyseThematic analysisCodes, then themes, then groups, in Miro
  4. 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

  1. How long have you been teaching yoga?
  2. Which style do you practise and teach?
  3. How often do you teach, and where?
  4. How do you organise and schedule your sessions?
  5. Which platforms and tools do you use?
  6. How does teaching online or remotely make you feel?
  7. What difficulties have you run into?

Artifact · affinity map

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 interviews The 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

  1. Pre-alpha · 11 playersNavigation & learningGetting around, and learning the game after onboarding
  2. Alpha · 20 playersBuilding & controlsWhether building and the controls felt clear and comfortable
  3. 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

  1. Part 1 · at homeIntro + free playUnmoderated: the intro, then as long as felt comfortable
  2. Part 2 · 50 playersSurveyFeedback from all players after playing
  3. Part 3 · 4 playersInterviewsIn-depth conversations about their experience
  4. 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

  1. Stage 1Character customisationChoosing and setting up a hero
  2. Stage 2MatchmakingFinding a match
  3. 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

  1. CleanCheck every answerRemove incomplete, careless or duplicate responses
  2. DescribeWho took partPlayer profile, age and gender, to know who the results speak for
  3. AnalyseRating scales1–5 ratings summarised as shares of players, plus yes/no questions
  4. 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

Fun 65% Controls 35% Clear goals 30% 1 2 3 4 5 (best) rated 4–5
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

SeverityWhat happenedImpactRecommendation
HIGHMost pairs missed the prompt to swap roles and got stuck on level 2Frustration; risk of quitting earlyA clear visual cue when a swap is needed
MEDIUMPlayers weren't sure what the end goal of each level wasAimless play, lower "clear goals" scoreShow the goal at the start of each level
MEDIUMThe camera clipped through walls in small roomsLost track of their characterPull the camera closer in tight spaces
HIGHLIGHTPairs laughed together at the physics puzzlesThe main reason for high fun scoresKeep, 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

Illustrated portrait of Lydia in a blue beanie and round glasses

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

  1. EarlySurfing
  2. Late morningInto the woods with my dog
  3. EveningAsian food, plus a fantasy series or a game with friends

Also into

Van trips around ScotlandLearning photographyWildlife travelFantasy worldsScience

Games I'm credited on

See my credits on MobyGames

Credited as a user researcher. I worked on many more games that aren't listed. The case studies above use codenames and aren't linked to these titles.

Talks & writing

Sharing what I've learned

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.

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