Tennis Clash

Tennis Clash

Role:

Consultant

Year:

2019

Responsibilities:

● As Wildlife Studio's first UX hire, I was brought in to demonstrate how the user-centered design process works in game development: understand the problem, define the problem, ideate, prototype, and test


● Assess the Lineup feature and recommend improvements based on research and interviews with key stakeholders

● Define the roles of UX and advise on strategy

Lineup Redesign

To better understand the problem, I first asked questions with key stakeholders who were most familiar with the feature. I took the responses I got and sythesized down into a summary. Then, I established principles and the purpose of this UI.

From here, I reviewed a collection of some of the best-in-class comps. I noted what worked well and what didn't from what others were doing with similar features. From here, I was able to establish pain points and opportunities to then begin translating into visual wireframes and tangible prototypes.

Pain Points

  1. Strings don't read like a button; little importance here though
  2. Feels bad when item selection breaks context
  3. Character feels disconnected
  4. Icons aren’t immediately clear
  5. Not clear that strings are a consumable compared to the other items
  6. Upgrade badges can create a lot of noise since they don’t clear

User Research

 

Original

lineupMain

Opportunities

  1. Improve clarity of currently selected/active lineup
  2. Improve clarity of items currently equipped on your player
  3. Don’t break context when changing gear (don’t obscure stats)
  4. Improve information hierarchy, de-emphasize Total Power 
  5. Improve grouping (related to above)
  6. Surface player archetype
  7. Allow players ability to name their loadouts
  8. Find opportunities to streamline user flow
  9. Make clear which lineup is active
  10. Show delta in item stats

Wireframes

Prototype

Here is one of the prototypes I made to visualize the proposed solution. This was made using Principle.