ELVTR - UX/UI in Gaming Coursework

Overview:

A study of the game, Elden Ring, to further understand UX/UI practices in a gaming context. Project completed as a part of ELVTR’s UX/UI in Gaming course.

Project Timeline

8 Weeks

Task

UX/UI Design, User testing

My Roles & Responsibilities

Solo UX/UI Designer

Challenges

  • Short time span

  • Learning how to understand player behaviors during their gaming experience

  • Designing for color accessibility

Design Process

UX Design

Player Journey

To better understand the following from the players:

  • What does the players see, hear, think, feel and say?

  • What players decide to do in the game

  • Are there any opportunities to improve and help players achieve what they want to do in the game?

Paper Prototype & Flow Chart

The paper prototype I created is an outline of the player’s choices. It helps create a roadmap for how they can move through the game.

From the paper prototype, I built out a flowchart to understand how all these screens are connected and flow from one to the next.

UI Design

Final Gameplay mockup

Wireframe & Iterations

Created low fidelity prototypes to bring clarity to the game screen for usability testing.

Gameplay Screen

Problem:

Players find it difficult to know when they are able to level up.

Iterated Gameplay Screen

Solution:

Added slight UI indicator to show level up progression.

Equipment Screen

Problem:

The sheer volume of information within the equipment menu is hard to understand at a glance and finding information that is relevant is difficult.

Final Equipment mockup

Iterated Equipment Screen

Solution:

Added color changes to stats that does not meet requirements and added labeling system to parts of the UI.

UI style guide

I re-created the UI Style guide, sampling colors from the game to match the theme and visual aesthetics.
This is to help create the high-fidelity mock up screens to better illustrate and communicate the UI/UX changes to be implemented for the game.

Gameplay Mockup

Equipment Menu Mockup

Accessibility Test

In this section, I have used a color-blind simulator to evaluate the accessibility of the UI mockup. It helped me understand how people with different vision depict colors during their gaming experience.

Red-Blind Tritanopia

Blue-Blind Tritanopia

Green-Blind Tritanopia

Monochromacy

Takeaways

Red highlighted numbers become illegible/hard to read for red-blindness users and even harder to notice for monochromatic view.

Problem:

The red number loses its meaning behind ‘lacking of stats’ and becomes impossible to read.

Solution:

Change red to a brighter, more contrasting color and adding a short label with additional information for ‘lack of stats’

Revised Mockup

Revised Equipment Menu

Changes: Adjusted colors for required stats and added additional informational text.

Revised Gameplay Menu

Changes: Adjusted colors for resource bars for accessibility.

Outcomes

  • Further understand how to apply UX/UI practices in a gaming context with the addition of a game designer in the mix

  • Learned how to work within a short time limit with limited resources

  • Learned how to utilize colorblind checking tools to create more accessible designs

Post-Mortem

This project was a great exercise for me to better understand how to apply UX/UI skillset in a gaming context. To create an inclusive gaming UI/UX project, it is crucial to prioritize understanding each player's unique gaming experience. By gaining insights into what they enjoy and identifying areas that require improvement, we can ensure a tailored and accessible experience for all users.

Next
Next

Genshin Impact - |elvtr| Advanced UX/UI for Gaming Coursework