UX/UI Design
Diablo Immortal – redesigning the current user experience
Details
Course Instructor
UX/UI Director at Blizzard Entertainment
Role
UX Designer
Timeline
2 Weeks
Project Goal
A process-oriented approach.
1 – Understanding the Player Journey
Mapping out the player journey is essential to identify key screens and interactions for evaluation, ensuring UX improvements are targeted towards the areas that will have the most substantial impact.
2 – Evaluating the Current Player Experience
Evaluating existing screens through the lens of usability, desirability, scalability, and feasibility ensures that UX improvements are intuitive, appealing, sustainable, and technically practical for long-term success.
Experience Evaluation #1 – Map Screen
Usability
Rating – Low
Desirability
Rating – Medium
Scalability
Rating – Medium
Experience Evaluation #2 – Inventory Screen
Usability
Rating – Low
Desirability
Rating – Medium
Scalability
Rating – High
3 – Aligning on Vision & Scope
Post-evaluation & identification of UX pain-points, we move into the solution space to develop an improvement vision with a tiered checklist for prioritization and buy-in.
Plan of Action – Map Screen
Bronze Plan – 30%
The bare minimum that needs to get prioritized for a good UX.
Incorporate quest information into the map screen, matching players mental models
Silver Plan – 70%
An balanced plan considering both UX and team capacity.
Improved visibility and contrast between background and UI elements
Gold Plan – 100%
A fully comprehensive plan that includes all UX recommendations.
Provide informational features to help players understand what UI elements represent on screen
Plan of Action – Inventory Screen
Bronze Plan – 30%
The bare minimum that needs to get prioritized for a good UX.
Create a deeper sense of organization within inventory (weapons and armor types)
Silver Plan – 70%
An balanced plan considering both UX and team capacity.
Increased visibility of character attributes as player changes their character’s item equips
Gold Plan – 100%
A fully comprehensive plan that includes all UX recommendations.
Improved labelling of different item categories as well as item slots.
4 – Wireframes – Refining Interaction Design
After defining key screens during the player journey, evaluating major UX gaps, & prioritizing a tiered solution plan, we are ready to begin designing wireframes to improve the existing experience.
UX/UI Design
Diablo Immortal – redesigning the current user experience
Details
Course Instructor
UX/UI Director at Blizzard Entertainment
Role
UX Designer
Timeline
2 Weeks
Project Goal
A process-oriented approach.
1 – Understanding the Player Journey
Mapping out the player journey is essential to identify key screens and
interactions for evaluation, ensuring UX improvements are targeted towards
the areas that will have the most substantial impact.
2 – Evaluating the Current Player Experience
Evaluating existing screens through the lens of usability, desirability, scalability, and feasibility ensures that UX improvements are intuitive, appealing, sustainable, and technically practical for long-term success.
Experience Evaluation #1 – Map Screen
Usability
Desirability
Scalability
Rating – Low
Rating – Medium
Rating – Medium
Experience Evaluation #2 – Inventory Screen
Usability
Desirability
Scalability
Rating – Low
Rating – Medium
Rating – High
3 – Aligning on Vision & Scope
Post-evaluation & identification of UX pain-points, we move into the solution space to
develop an improvement vision with a tiered checklist for prioritization and buy-in.
Plan of Action – Map Screen
Bronze Plan – 30%
The bare minimum that needs to get prioritized for a good UX.
Incorporate quest information into the map screen, matching players mental models
Silver Plan – 70%
An balanced plan considering both UX and team capacity.
Improved visibility and contrast between background and UI elements
Gold Plan – 100%
A fully comprehensive plan that includes all UX recommendations.
Provide informational features to help players understand what UI elements represent on screen
Plan of Action – Inventory Screen
Bronze Plan – 30%
The bare minimum that needs to get prioritized for a good UX.
Create a deeper sense of organization within inventory (weapons and armor types)
Silver Plan – 70%
An balanced plan considering both UX and team capacity.
Increased visibility of character attributes as player changes their character’s item equips
Gold Plan – 100%
A fully comprehensive plan that includes all UX recommendations.
Improved labelling of different item categories as well as item slots.
4 – Wireframes – Refining Interaction Design
After defining key screens during the player journey, evaluating major UX gaps, & prioritizing a tiered solution plan, we are ready to begin designing wireframes to improve the existing experience.
UX/UI Design
Diablo Immortal – redesigning the current user experience
Details
Course Instructor
UX/UI Director at Blizzard Entertainment
Role
UX Designer
Timeline
2 Weeks
Project Goal
A process-oriented approach.
1 – Understanding the Player Journey
Mapping out the player journey is essential to identify key screens and
interactions for evaluation, ensuring UX improvements are targeted towards
the areas that will have the most substantial impact.
2 – Evaluating the Current Player Experience
Evaluating existing screens through the lens of usability, desirability, scalability, and feasibility ensures that UX improvements are intuitive, appealing, sustainable, and technically practical for long-term success.
Experience Evaluation #1 – Map Screen
Usability
Desirability
Scalability
Rating – Low
Rating – Medium
Rating – Medium
Experience Evaluation #2 – Inventory Screen
Usability
Desirability
Scalability
Rating – Low
Rating – Medium
Rating – High
3 – Aligning on Vision & Scope
Post-evaluation & identification of UX pain-points, we move into the solution space to
develop an improvement vision with a tiered checklist for prioritization and buy-in.
Plan of Action – Map Screen
Bronze Plan – 30%
The bare minimum that needs to get prioritized for a good UX.
Incorporate quest information into the map screen, matching players mental models
Silver Plan – 70%
An balanced plan considering both UX and team capacity.
Improved visibility and contrast between background and UI elements
Gold Plan – 100%
A fully comprehensive plan that includes all UX recommendations.
Provide informational features to help players understand what UI elements represent on screen
Plan of Action – Inventory Screen
Bronze Plan – 30%
The bare minimum that needs to get prioritized for a good UX.
Create a deeper sense of organization within inventory (weapons and armor types)
Silver Plan – 70%
An balanced plan considering both UX and team capacity.
Increased visibility of character attributes as player changes their character’s item equips
Gold Plan – 100%
A fully comprehensive plan that includes all UX recommendations.
Improved labelling of different item categories as well as item slots.
4 – Wireframes – Refining Interaction Design
After defining key screens during the player journey, evaluating major UX gaps, & prioritizing a tiered solution plan, we are ready to begin designing wireframes to improve the existing experience.