Minecraft Dungeons: Marvel Edition

Overview

Background

This is a fictional project for ELVTR's UX/UI for Gaming class. To develop skills and insight on how to design UX/UI for games, I learned the process and created artifacts/deliverables based on Minecraft Dungeons.

Role

I was the sole UX/UI designer.

Timeline

~8 weeks

The UX/UI of Minecraft Dungeons

Similar to a heuristic analysis, I watched a youtube video of a play-through of Minecraft Dungeons and described the in-game experience. I captured screenshots and notes for the following:

  • What decisions does the player make in the game?

  • What options does the player have for each decision?

  • Why does the player make each decision?

Here's a link to see closely the artifact above.

Player Journey

Like an empathy and customer journey map combined, I created a player journey map to indicate:

  • What does the player see?

  • What does the player hear?

  • What does the player think?

  • What does the player feel?

  • What does the player say?

  • Opportunities to improve and help players achieve what they want to do

Here's a link to see closely the artifact above.

Paper Prototype

I created a paper prototype with sticky notes that each show:

  • Screen name

  • Available choices

Here's a link to see closely the artifact above.

Flow Chart

I created a flow chart based on my paper prototype to show:

  • Screen name

  • Option name

  • Condition

Here's a link to see closely the artifact above.

Wireframe

I created a wireframe for 3 screens:

  • Home

  • Gameplay

  • Inventory

Usability Test

I conducted a usability test remotely to collect feedback from one of my course-mates via Discord.

Research Objectives

  • Evaluate wireframes (design communication) with players to understand potential miscommunication

  • Can players understand key options per screen
without assistances? If no, why?

  • Can players quickly start playing game from [Home Screen]?

  • How do players feel about the design overall?

  • Iterate design based on the usability test feedback

  • Determine pain points/errors and why

Research Questions

  • How would you start a game (home)?

  • How would you open your inventory (gameplay)?

  • How would you equip/un-equip (inventory)?

  • What do you think about all the options you have on gameplay screen?

  • Final thoughts?

Results

  • All 3 out of 3 tasks were completed successfully with little to no difficulty

  • Some icons were not clear to understand what they convey

  • Uncertainty on what options are actionable

Here's a link to see closely the artifact above.

Wireframe Iterated

Based on usability testing, I iterated my wireframe with the following:

  • Added tooltips that appear when hovered for clarity without disrupting gameplay

  • Changed stroke color of slots in action bar of gameplay screen to emphasize more as actionable options

  • Added an informational icon near “Enchantments” in inventory screen for context, which includes how to enchant

High Fidelity UI

I created a high fidelity UI with the help of some assets I found:

  • Image of Hulk via Google Images

  • Most icons sourced from Windows 11 Color in Icons8 Figma plugin

  • Home screen background from Alexey Pyatov

  • Gameplay screen background from Andreas Moritz

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