Mass Effect UI Redesign
A redesign of Mass Effect's UI for the Equipment and Upgrade screen, updating the look and addressing user concerns.
Duration
Roles
Tools
User Research
Information  Architecture
UX/UI Design
Testing
4 weeks
Process
Adobe XD
Photoshop
Figma
Invision
Invision PrototypeFigma File
Mass Effect Redesigned Equipment Screen
Summary
Renowned for its impressive dialogue system and epic storytelling, Mass Effect is a sci-fi action role-playing third-person shooter, the first installment in a trilogy. However, some fans have been critical of its UI, so I wanted to try my hand at improving the user experience using updated UI design concepts and methodologies.
Problem
Since Mass Effect is a large game with a lot of menus, I decided to focus on the equipment screen of the PC version, where users had the following issues:
  • Inability to see all items for all characters
  • Wasted space/ inadequate number of items displayed at once
  • Under-use of visual aids
  • Inability to see how weapon upgrades improve weapon
  • Inconsistent/unclear iconography
Solution
A redesign including more color contrast, more displayed information, re-vamped iconography, and accessibility to all squad members' items.
Original Mass Effect Equipment Screen
FInal iteration of Equipment Screen redesign
Discovery and Research
Competitive Analysis
To get a better idea of what makes game UI “good,” I conducted a competitive analysis between three games that are celebrated for their UI: Dead Space, Persona 5, and Tomb Raider (2013). From this analysis, I concluded that perfection is not possible due to subjectivity and scope. Although players prefer consistency, functionality, and visual appeal.
DEAD SPACE
Strengths
  • UI is built into the environment
  • Never pauses game play, maintaining tension
  • Player character interacts with UI believably
Weaknesses
  • Not visually stunning
  • Inability to pause can frustrate gamers in a hurry/emergency
PERSONA 5
Strengths
  • Visually stunning
  • Great animations and transitions
  • Theme of menus match the game's lore
Weaknesses
  • Can come across as wild and messy
  • Can be hard to read and confusing
TOMB RAIDER (2013)
Strengths
  • Menus are beautiful, intuitive, and slickly animated
  • Design is simple yet striking, consistent, and polished
  • Functional and works with game narrative
Weaknesses
  • UI can be a little intrusive
  • UI also seems to confuse some players
User Survey
I conducted a survey showing participants the original screenshots from Mass Effect and asking about what they thought about certain elements in the UI.
What makes UI enjoyable for users:
  • Responsiveness, communicativeness, vibrant contrast
  • Easy access to switching weapons, clearly titles pages, easy navigation
  • Layout, information density, organized equipment menu
How users feel about Mass Effect's current UI:
  • Bland and minimalistic, not high contrast
  • Symbols are a bit vague
  • Not enough info
User Personas
From my survey, I was able to create 3 personas representing the users interested in video game UI. One represents someone who works in the game industry and is very knowledgeable about game UI, one represents a more casual player who is a fan of the game, and one represents a player who is not familiar with the Mass Effect franchise, but is still knowledgeable about game UI and loves games with mods.
Kyle Sampson
ROLE
Mentor
AGE
33
OCCUPATION
Software Engineer
LOCATION
Austin, TX
GENDER
Male
MOTIVATIONS
Kyle not only works in the video game industry, but is also an avid video game player himself. He doesn't quite have an eye for aesthetics in games, so he prioritizes functionality.
GOALS
  • Good layout
  • Information density
  • Vibrant contrast
FRUSTRATIONS
  • Not enough information
  • Not able to make interesting choices
BIO
Kyle is one of the lucky ones who gets to work from home. When he's not in meetings or doing code reviews, he spends his time working out, playing video games, and exploring the city he just moved to.
Max Avery
ROLE
Professional
AGE
36
OCCUPATION
Marketing
LOCATION
Kirkland, WA
GENDER
Male
MOTIVATIONS
It's been a while since Max has played Mass Effect, but he remembers really enjoying the story and dialogue and is a huge fan of the Mass Effect series.
GOALS
  • Compare stats
  • Information clarity
  • Easy navigation
FRUSTRATIONS
  • Trouble finding things
  • Unclear menu options
BIO
Max is a bit of a workaholic. He wants to retire early and travel the world. On the weekends he and his friends will play online together, heckling each other the entire time.
Jake Travers
ROLE
Friend
AGE
28
OCCUPATION
Customer Service
LOCATION
Boise, ID
GENDER
Male
MOTIVATIONS
Jake hasn't played the Mass Effect series, but is an active gamer. He knows what feels good and what doesn't while he's playing.
GOALS
  • Responsiveness
  • Communicativeness
  • Good graphics
FRUSTRATIONS
  • Overbearing UI (feels in the way)
  • Visually bland UI
BIO
While some might consider Jake a homebody, he makes appearances for birthday parties and would do anything for his friends. He also loves taking pictures of his cats.
Information Architecture
User Stories
For the user stories, I thought of all the possible things a user would want to see and do when navigating through their equipment. After prioritizing them, I chose the following to focus on:
View All Stories
User Flows
I took the user stories and iterated each step in those tasks to come up with the user stories below:
View Flows
Wireframes
After meticulously creating the content strategy, I drew sketches and iterated digital wireframes for all of the pages needed for the user flows.
Equipment Screen sketch
Equipment Screen Wireframe
Upgrade Screen sketch
Upgrade Screen Wireframe
View All Wireframes
Visual Design
Branding
As this is a redesign, I wanted to maintain the original look, but at the same time give it a more modern feel. I took screenshots of the original screens and used the color picker to see all of the colors that were used. I scaled that down into a color palette. I also researched what typeface was used for the original and found a google font very similar to that. I played around with that typeface to figure out sizes and weights I wanted to use and also found a complementary typeface that helped maintain the futuristic look, but was better suited for long paragraphs. I consolidated these assets along with some button and iconography work into a style guide.
Hi-fi Mockup Iterations
Equipment Screen Wireframe
Equipment Screen Hi-fi 1st iteration
Upgrade Screen Wireframe
Upgrade Screen Hi-fi 1st iteration
I generated some Hi-Fi Mockups and turned them into a Prototype. After some feedback on the visual success of the still mockups and the first round of user testing, I successfully made the screen easier to read with more negative space. The first iteration was a little busy and more prone to eye fatigue. My second attempt displays the same amount of information more effectively and is also more accessible.
Equipment Screen Hi-fi 1st iteration
Equipment Screen Hi-fi 2nd iteration
Upgrade Screen Hi-fi 1st iteration
Upgrade Screen Hi-fi 2nd iteration
Usability Tests
After more testing of my prototype, I made the following changes to create a third iteration:
Equipment Screen Hi-fi 2nd iteration
Equipment Screen Hi-fi 3rd iteration
I got one more round of feedback on my prototype. The following changes were made to make the final iteration:
Equipment Screen Hi-fi 3rd iteration
Equipment Screen Hi-fi final iteration
Conclusion
For this project I wanted to focus on my visual/UI design skills. I feel fairly pleased with my image editing and iconography creation skills and will continue to practice and hone them for future projects. I found that there’s so many possibilities in game UI and no single “right way” to go about it. What some users liked or thought was obvious, others did not. If I had more time, I would create hover states for every clickable item in the prototype, create a details page for every equipped item, have every item type clickable/viewable (can only view assault rifle and shotgun currently), cut/paste images of all squad members in the game so you can actually switch characters, and maybe even create a separate prototype for a console version as that interface would need to function differently.