Deed
The challenge to review and redesign more than 120 screens in 3 months.

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PROJECT: game mobile
ROLE: UX / UI
DATE: 2015

INTRO
Neither the target public nor the directors were happy with the visual interface or interactions of the first version made by another designer. My role was to research, redesign and test all UIs related to the second version (V2) and design new features collaborated with reviewing wireframes, navigation flow, user testing, asset updates and visual design (more than 120 screens to review and update) in 3 months. This was a project done remotely, being 90% home office and 10% in person for weekly or occasional meetings.
 

You'll see more about my approach solving design problems than visual details.

Deed is a Strategy game – positioned as an Educational Game – based on the board game Sustentable Business. The objective is that the user of Deed has a rich and pleasant game experience, so that, in addition to having fun, the user invites friends to do business and make the planet sustainable.



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Old version: Heuristic analysis

At the beginning of the project, analyzing the entire navigation interface and flow, I reviewed detailed heuristics by observing common characteristics, sum of task flow times, interactions and feedbacks, visual pattern, mental model, and shortcuts. Some observations before this analysis had been documented based on previous feedbacks related to usability, so I organized a report with all of them.

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Competitive analysis

To better understand the game's system both in usability and in feedbacks, interactions, animations, I researched some games in the top of mind category by categorizing a few points, pros and cons in a competitive analysis document.

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Wireframe Prototyping

Once the new sprint implementations were decided upon, wireframes and studies were done to approve the screens and in some cases, low fidelity prototypes of them to test consistency.
 

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Rebranding - Visual ID

Study of colors. New, old and physical game. I created a new guideline for visual identity that could synthesize the energy of the game and pass it on to the target user / audience, study of colors, typography, patterns, so that identity be consistent wherever it is implemented.

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Key Changes

Problem: HUD without hierarchy regarding importance and unattractive.
Fix: New organization, layout and design, adjusted with the relevance of each item.

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Problem: Messy cards, poor organization and hierarchy. In some smaller devices information becomes difficult to read.
Fix: New data organization, color patterns and icons. Texts adjusted for all types of screens with good reading without use of resize.

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Problem: Multiplayer Settings - User flow with lots of information on one screen. Areas of touch point smaller than usual and pattern inconsistency.
Fix: New user flow of screens, easy to read and interact with new interface patterns. No more unnecessary popups.

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Problem: Language and syntax - system-oriented game language.
Fix:  Pop-ups and system language were left out. We now have a mentor with the appropriate language when talking to the user.

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Documented guidelines

09 – guieline

Within the usability standards and best practices and its implementation guidelines, all functions validated after each implementation so that we could go to the next sprint.
These were the results of Deed redesign.

New interface - same gameplay

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Review @ GDC by Touch Arcade

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"...it turns out that that initial launch of Deed was sort of a learning experience anyway, and so developer Sinergia Studios made the tweaks and fixes that the game needed based on feedback while it was live in the time since its launch, and in fact ended up even completely revamping the art style for the "real" launch of the game when a big version 2.0 update hit last month. Anyway, with all that backstory out of the way, after actually trying the game out at GDC I came away quite impressed with Deed."
Jared Nelson @ Touch Arcade

First month KPIs

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The Team - The Title

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Thank you!