Xbox PC & Handheld

Wishlist on Home

Role
Design lead
When
Nov – Dec 2025
Endpoints
PC desktop and Handhelds

Increasing Wishlist engagement and revenue through surfacing Wishlist on home for PC and handheld players.

Problem/opportunity

Wishlist allow players to save games they are interested in for another time or for sale and release notifications.

Only 0.2% of PC players on the Xbox app buy from their wishlist today.

Wishlist is valuable for intent but underutilized on PC because it's hidden from players.

47% of orders by wishlist purchasers are sourced from wishlist.

When players do use wishlist, it’s strongly tied to purchase.

Wishlists connect players to platforms to publishers.

Wishlists are a vital part of the player discovery journey and a strategic tool for publishers to gauge interest and secure funding for games still in development.

Hypothesis

Surfacing Wishlist on the player’s homepage makes it easier for players to track and act on their interests, which increases engagement and drive revenue.

Overall, we are also looking to make the Xbox home more of the player’s own space, and bringing their wishlist home is a great first step.

Xbox ecosystem patterns and UR insights.

Learning from existing console experiences

Wishlist channel on console is successful in driving wish list engagement, reducing effort required for players to re-discover games they already saved.

Key details within on an overview card makes it easy for players to keep track of sales and updates on wishlisted games.

Background

Because the UI of the Xbox app today is focused on providing a solid base for games to shine, we often lack delight and color in the experience. We saw an opportunity to evolve the brand and focus on what we want to convey and in this case – wishing upon a star.

Midjourney based on prompts “background, wishes, darker, shooting stars, minimal, gradients”

Mockup sent to Marketing/Editorial as inspiration.

Awesome custom art created for Wishlists!

Empty state

Another pain point of wishlisting is that players don’t know how to wishlist easily in the L1. We saw an opportunity to teach players about wishlists and wishlisting in the empty state.

Conclusion

Through a 1 month experiment, we saw increase in Wishlist engagement and game sale revenue.

Players were starting to clean up their wishlist that they had forgotten about, and saving new interests. They were also better engaged with sales, and buying new games to play.

Want to learn more? Let's chat!

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