ANIMAL CROSSING: UX REBOOT

Many indie game service platforms are already providing game previews, however users are willing to see those games altogether for easier comparison, simplified visuals, and clearer contexts.
Goal
Creating an unified platform service that can connect users and the indie games.



Animal Crossing: New Horizons' UX/UI Reboot
UX/UI Update I 6 Weeks
Reboot part of Animal Crossing: New Horizons' UX/UI to enhance existing user pain points and overall experience.
Methods
User research, user interviews, player journey, player persona, wire-framing, prototyping, UI design, and usability testing.
Tools
Adobe Illustrator,
Adobe Photoshop,
Figma
My role
UI/UX designer, researcher.
Overview
Identify opportunities to enhance the user experience of a masterpiece.
The problem:
Animal Crossing: New Horizons is a well-crafted game; however, certain user pain points have been identified, presenting an opportunity to enhance the overall player experience (UX).
The Goal:
Address user pain points by implementing solutions that do not disrupt overall gameplay.
Project timeline:
Process
Work Progress:
Challenges
  • Identify user pain points and transform them into actionable insights or intelligence.
  • Adhere to the style guide, incorporating new player options and choices.
  • Following the Game Designer rules and minimize the modification.
  • Keeping the game theme and objectives creative harmonious changes.
Player Profile:
Nina's problem statement:
Nina is a first time Animal Crossing: New Horizons Player who needs less labor-intensive gaming experience with supportive components that streamline actions because the current gameplay involves numerous functions and repetitive tasks.

Player Journey:
Paper Prototype:
Flow Chart:
Imagining user scenario, brainstorming user paths, and properly guide the users.
Starting Design
Initial User Interview:
  • Have you ever stuck or didn’t know what to do during the tutorial phase of the game play? (First, and second day on the island).
  • Any parts of the game where you ever felt frustration?
  • More features that would you like to see included in the game?
  • Is in-game purchasing an item process easy or difficult to use?
Paper wireframe:
Defining user pain points and Brainstorming ideas (Solutions).
Nook phone screen (Home)
Players who are beginners + players who have experience with previous game series.
  • Players want to know what’s happening in the island.
  • Many players are too lazy to always go and check bulletin board.
  • Players wants more information than current bulletin board.
  • Bring “Island new paper” function from Nintendo switch online app on phone.
Tent build (Game play screen)
Players are first time building their tent (base, saving point).
  • Players cannot tell why they cannot build a tent even though the guideline is inside of the land.
Tutorial quest (Game play screen)
Players are first time pursing the quest from Tom nook. (Players do not have access to inventory yet.)
  • Players are not sure how many branches that they have collected.
Inventory (Game play screen)
Players who played the game for a while.
  • Players have full inventory takes long time to browse and select specific items that they are looking for.
Clothing shop purchase (Game play screen)
Players who played the game for a while.
  • Players want to collect all the clothes that they haven’t owned
  • Want to select multiple clothes at the same time.
  • Willing to see if they have own the clothes or not.
User tests
Created digital wireframe and conducted 3 different user test. Updated current wireframe based on the usability test, and survey insights.
Research goals:
  • Assess the ability of users to successfully perform essential tasks within the Mystery Portal app lo-fi prototype.
  • Evaluate the overall user-friendliness of the app, including user navigation through its UI/UX design.
  • Verify if it adequately provides users with the necessary information.
01 Usability test: Results
Normalize Data Into Information:
  • 75% of the participants thought tent building boundaries were necessary.
    1 participant gave feedback, that current design looks too techie.
  • 50% of the participants thought multi-clothing purchase system were necessary.
    2 participant gave feedback, that current design looks too cluttered, and might not benefit the either beginner, minimalistic players.
  • 75% of the participants thought tutorial quest guide were necessary.
    1 participant gave feedback, they wish it was more simple.
  • 50% of the participants thought inventory updates were necessary.
    2 participant gave feedback, the feature is unnecessary since they don’t think 30 items are overwhelming at all.
  • 75% of the participants thought island newspaper were helpful.
    1 participant gave feedback, that there are over-wrapped features.
Turn Info Into Intelligence:
  • Update the newspaper side bar, so users can indicate the direction better, include less repetitive informations only.
  • Tent building boundaries less techie, animal crossing like.
  • Multi-clothing purchase experience with less clutter, clear features, and option to skip (not every player has to use it).
  • Inventory update options to use to tier 4 (4 row) inventory system only.
  • Tutorial quest guideline design to be more simple.
02 AB test: Results
    03 Post survey
    Most answers came out as positive.
    • Most players thought the new UI change was appropriate.
    • 100% of players agreed new UI update influenced positive game experience.
    • Most players thought they didn’t need extra guidance to use new UI/UX system.
    Refining the Design
    Digital wireframe + Iteration
    Created digital wireframe and conducted 3 different user tests (below). Updated current wireframe based on the usability test, and survey insights.
    UI Moodboard
    UI Style Guide
    A step to confirm the user flow before conducting a usability test.
    High-fideility prototype
    Nook phone screen (Home) ↓
    Tent build (Game play screen) ↓
    Tutorial quest (Game play screen) ↓
    Inventory (Game play screen) ↓
    Clothing shop purchase (Game play screen) ↓
    Wireflow:  
    Accessibility test
    Conducted both remote and in person.Remote: Shared a Figma link.In person: Players directly interact with the prototype through Figma file.
    Created digital wireframe and conducted 3 different user test. Updated current wireframe based on the usability test, and survey insights.
    Post-modern test
    • Modified shape of the arrows in the “Tend building screen” more suitable to the game style guide.
    • Modified the "Clothing shop:Not owned" section to display only the clothes that players haven't acquired yet.
    • Refined the newspaper app to a full-screen format, addressing user feedback that highlighted difficulties in reading and issues related to screen clutter.
    • Minor adjustments were made, including color and font size corrections, to ensure that all components meet accessibility standards.
    Going Forward
    Impact:
    • Players can now better comprehend the available space for building a tent and can relocate it without the need to restart the process.
    • Players can now remember the NPC who handed the quest and understand how to fulfill the tutorial quest.
    • Players can now purchase multiple clothes without repeatedly entering the fitting room. Additionally, users can easily distinguish between owned and unowned clothes.
    • Players can now streamline their inventory by utilizing categories, saving time and effort.
    • Players receive recaps and island notifications through the newspaper app, providing them with updates and information on what to do.
    “As a maximalist and a huge collector, I've always hesitated to go back playing Animal Crossing again, since I know it requires so much labor and repetitive actions. The new update will encourage me to revisit the game by eliminating these hassles!
    — Participant 01 (Female, age:29)
    Learnings:
    In working on the Animal Crossing: New Horizons UX Reboot, I relearned the importance of empathizing with players to plan paths, set up the right amounts of options, organize layouts for player convenience, and provide guidance for a truly enjoyable gaming experience.

    I also gained insights into the diverse preferences of players, realizing that it's nearly impossible to cater to everyone. Nevertheless, I believe it's crucial to listen to each group of player, not just the target audience, so that as UX designers, we can challenge ourselves to strive for near-impossible perfection and accommodate a broader range of players.
    Next steps:  
    Credits:
    • Animal Crossing New Horizons UI Kit:  manaloka.com
    • Images:  https://nookipedia.com/
    • Game play video: https://www.youtube.com/watch?v=YvKwD8ngDqo&t=21s
    • Island Newspaper inspiration: https://game8.co/games/Animal-Crossing-New-Horizons/archives/346801
    • Special thanks to the test participants, mentors Ivy and Juan, as well as my UX/UI for gaming classmates for their support.