Case Study
OVERVIEW
The Gist
My Roles and Responsibilities
Project Length
Challenges
Deliverables
26 ingame screens with new UI and a style guide to acompany the new UI scheme.
PROCESS
The Process Used
The nitty gritty, behind the scenes, under the hood of my UX/UI design process for this project.
PLAYER PROFILE
AKA Personas
There are the tow main personas that stood out as the target audience based on research.
PLAYER JOURNEY
AKA User Journey
Based on a user play through.
PAPER PROTOTYPE
Rough Screen Layout
A rough layout of various screens the user encounters and the decisions or choices they have.
FLOWCHART
USABILITY TESTING
User Interviews
3 unique users, with varying levels of videogame experience.
Users were asked 31 questions based on various wireframe screens.
Users were asked a variety of questions as well as asked to complete simple tasks.
Findings
Certain aspects of the wireframes were unclear, such as chat prompts and back prompts.
Tooltips were better as something that button initiated rather than always persistent.
In character selection screens, the appearance of other characters being ready was confusing.
UI MOODBOARD
UI STYLE GUIDE
UI MOCKUPS
OUTCOMES
Through actual work I've learned new skills that I never thought I would, including in-engine implementation of my UI.
Speaking with our lead programmer also opened a whole new world of interest in game engine work.
I created a UI based on team input and implemented it.