Overview Requirements & Potential Issues Trends & Potential Solutions Design proposals Reflection
Sprung Studios

Quick and dirty design evaluation process and suggesting high fidelity solutions.

role: Associate User Researcher

timeline: July 2023, 3 days

software: Figma

This project was conducted as an onboarding exercise for new hires. This project is in no way associated with the game developer, and all information in this case study is my own and does not necessarily reflect the views of Sprung Studios.

Project Overview

During my onboarding period at Sprung, I was tasked with evaluating the UX of a mobile game, identifying potential player pain points, and create low-fidelity wireframes to suggest solutions. The game I evaluated was WildCraft: Animal Sim Online. Specifically, I focused on the game's Rank screen.

The game's current Rank screen.
The game's current Rank screen

Evaluating current state: Requirements & Potential Issues

My approach to evaluating the user experience of the Rank screen was founded on leveraging conventional UX principles, like Jakob Nielsen's 10 usability heuristics for user interface design, as well as Celia Hodent's The Psychology of Video Games.

Identifying required features, information, and hierarchy

Highlighted on the right are 6 key pieces of information that needed to be kept in my redesign.

Below, we can see potential player issues through the lens of UX and accessibility.

The game's current Rank screen when a Mission is focused.
The game's current Rank screen when a Mission is focused.
Potential player pain points and issues with the game's current Rank screen when a Mission is focused.
Identifying potential player pain points and UX issues.

Competitor analysis: Trends & Potential Solutions

1. Achievement name is displayed close to Achievement description.
2. Display achievement progress to motivate players.
3. Displaying completion date is a “nice-to-have”.
Genshin Impact competitor analysis. Overwatch competitor analysis. Arena of Valor competitor analysis.

Design proposal and mockups

I designed 3 high-fidelity mock-ups to address the aforementioned issues. The top and bottom banners were out of scope for this particular assignment.

Option A:

The goal for Option A was to go for a design that would remove the need to tap on a specific Mission to read the Mission's description, but still felt familiar to the original UI.

Proposal Option A.
Option B:

With Option B, I wanted to explore a more noteable difference in Mission states, specifically highlighting the player's progress towards mission completion.

Proposal Option B.
Option C:

Option C was the most similar to the original UX layout, but improved the legibility of Mission tiles.

Proposal Option C.

Jumping straight to high-fidelity mockups

This onboarding exercise was a really fun opportunity to brush up on the design skills I had learned in undergrad and in my various design co-ops. It was especially refreshing to be able to apply UX principles to video games, as this was something that was fairly new to me at the time. In my previous roles and experience, I focused primarily on UX for websites, web apps, and mobile apps. After some time had past, I revisited these proposals and used Figma prototyping to add interactions and visualize a realistic player experience!