
Minecraft - Bugs Diagnose System
Speeding Up Bug Resolution for Developers.
Bug diagnosis in Minecraft's development pipeline was a slow and fragmented process, often taking weeks to resolve issues. Developers had to navigate 5 to 6 different tools to gather information, leading to frustration, miscommunication, and workflow inefficiencies.
As a Product Designer, I led the UX efforts to create an MVP web app that consolidated all necessary information in a single, intuitive dashboardβsignificantly reducing the time it took for developers to identify, understand, and resolve bugs.
The Challenge
Before our solution, the bug diagnosis process required:
Debugger analysis π€
Backlog bug tracking π
Gathering data (screenshots, logs, error types, etc.) π΅
Logging issues manually π₯΄
Reproducing bugs when necessary π€
Finally fixing the issue π£
This highly manual process caused:
Massive backlogs of unresolved bugs.
Confusion about responsibilities and permissions (contractors, partners, leaders).
Inefficiency due to scattered info across multiple tools.
Designing the Solution
To address these challenges, I designed a web-based bug diagnosis system that:
β
Streamlined workflows, reducing the number of external tools needed.
β
Displayed all relevant bug data on one screen for quick understanding.
β
Used Microsoftβs Design System for rapid development.
Product Requirements & Goals
π Easy Diagnosis β Developers should understand 90% of a bug on the first screen.
π Better Information Architecture β Reducing clicks and eliminating unnecessary steps.
π¨ Microsoft UI Components β Ensuring fast implementation with a tight deadline.
π Reduce Diagnosis Time by 40% β Lowering backlog issues and frustration.
Testing Data
Final Product
My UX Process
1οΈβ£ User Research & Mapping Workflows
Interviewed 10% of end-users to identify pain points.
Mapped user flows based on roles.
2οΈβ£ Design & Prototyping
Created low-fidelity flows, validating user needs.
Designed UX & UI directly in Figma using Microsoft components.
Ensured clear information hierarchy using color-coded tags, data tables, and graphs.
3οΈβ£ Testing & Iteration
Conducted usability tests with 43 users, iterating based on feedback.
Implemented simplified navigation, reducing external tool dependencies.
4οΈβ£ Collaboration & Development
Worked closely with 10 developers to ensure seamless implementation.
Partnered with our PM to manage stakeholder feedback & align priorities.
Prototypes
Impact & Results
π Reduced bug diagnosis time by 40%.
π Lowered backlog issues, validated through PM metrics.
π― Increased efficiency, allowing developers to focus on fixes instead of documentation.
π¬ Positive feedback across the organization.
π οΈ Fast adoption, with long-term plans for a fully integrated dashboard.
Iβm grateful for my PMβs leadership and the developersβ collaboration, which made this a truly impactful UX solution for the Minecraft team.