Purpose:
UI/UX Case study
UI/UX Case study
Software Used:
Photoshop CC, Illustrator CC, Principle
Photoshop CC, Illustrator CC, Principle
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Overview
The purpose of this case study is to analyze the new Danger Zone game mode in CS:GO and identify pain points that can be solved by UI/UX improvements. This mode features a new map called Blacksite where you drop in and battle against 18 other players until there is only one player or squad remaining.
OBSERVED User Pain Points
1. Most Players cannot relate to the new mode at a glance.
2. Inexperienced players often die in the early game session of a game without possessing a weapon.
3. Most Players don’t feel a sense of accomplishment for completing the round unscathed.
CONCEPT
1. Improve the first impression of the Danger Zone GAME MODE
Improve first time user experience (FTUE) to Danger Zone to incorporate more educational visuals to help players get up to speed in a non-intrusive manner
How: add a discrete info button that can give more context before launching the game mod
2. Improve Awareness of Tablet map and shop Functions
Present a toggle interface to show the tablet can be used in multiple modes instead of relying on memory of key binds.
3. Improve sense of accomplishment for Victories
Redesign the end-game breakdown to improve context for amount of damage dealt during the session
How it was executed: show damage next to ranking in a single list that updates based on a visual timeline that marks all deadly encounters until the round ends
Flow Maps
IDEATION AND ROUGHS
Sketches and Wireframes