Risk App Redesign

Risk App Redesign

For this project, students were instructed to conduct user testing on a small group of people in order to discover pain points within the Risk app. After this problem discovery phase, we were instructed to create a low fidelity prototype of a redesigned version of the app that solved our user's problems. Once complete, we would then return to user testing, collecting feedback about our prototype to refine and finalize our designs.

Course

Interactive Media Design

Year

2024

Category

UX/UI

Live Project

Visit Site

Research

Research

After interviewing five different users about their experience using the Risk app, multiple pain points were addressed as problems that would need to be solved in my redesign. Here are a few of the problem areas that users brought to light:


  • Game controls have a left-handed bias, something even a left-handed user noted was unusual since so many games are built with controls on the right

  • Certain buttons such as the settings, help, battle log, and "Next Phase" buttons are too small and hard to click

  • Certain icons like the view mode toggle and battle log do not clearly communicate what the button represents

  • User interface overall is fairly small, although it does keep the interface uncluttered

  • Pop ups like settings and help are awkward and disruptive to gameplay

After interviewing five different users about their experience using the Risk app, multiple pain points were addressed as problems that would need to be solved in my redesign. Here are a few of the problem areas that users brought to light:


  • Game controls have a left-handed bias, something even a left-handed user noted was unusual since so many games are built with controls on the right

  • Certain buttons such as the settings, help, battle log, and "Next Phase" buttons are too small and hard to click

  • Certain icons like the view mode toggle and battle log do not clearly communicate what the button represents

  • User interface overall is fairly small, although it does keep the interface uncluttered

  • Pop ups like settings and help are awkward and disruptive to gameplay

Research

After interviewing five different users about their experience using the Risk app, multiple pain points were addressed as problems that would need to be solved in my redesign. Here are a few of the problem areas that users brought to light:


  • Game controls have a left-handed bias, something even a left-handed user noted was unusual since so many games are built with controls on the right

  • Certain buttons such as the settings, help, battle log, and "Next Phase" buttons are too small and hard to click

  • Certain icons like the view mode toggle and battle log do not clearly communicate what the button represents

  • User interface overall is fairly small, although it does keep the interface uncluttered

  • Pop ups like settings and help are awkward and disruptive to gameplay

Design

Design

With the discoveries from my initial user testing in mind, I set out to design a new interface that would solve users' pain points, while maintaining the game's minimal and uncluttered design. My goals for this redesign were:


  • Orient the most frequently used game features to the right side of the screen for more intuitive controls

  • Enlarge buttons and controls without cluttering the main gameplay area

  • Create new icons that clearly communicate the feature they represent

  • Make pop ups like settings and help menus less disruptive and awkward

With the discoveries from my initial user testing in mind, I set out to design a new interface that would solve users' pain points, while maintaining the game's minimal and uncluttered design. My goals for this redesign were:


  • Orient the most frequently used game features to the right side of the screen for more intuitive controls

  • Enlarge buttons and controls without cluttering the main gameplay area

  • Create new icons that clearly communicate the feature they represent

  • Make pop ups like settings and help menus less disruptive and awkward

Design

With the discoveries from my initial user testing in mind, I set out to design a new interface that would solve users' pain points, while maintaining the game's minimal and uncluttered design. My goals for this redesign were:


  • Orient the most frequently used game features to the right side of the screen for more intuitive controls

  • Enlarge buttons and controls without cluttering the main gameplay area

  • Create new icons that clearly communicate the feature they represent

  • Make pop ups like settings and help menus less disruptive and awkward

User Testing

User Testing

My prototype was then tested amongst five different users with edits made throughout based on user notes and suggestions. The video below showcases this process:

My prototype was then tested amongst five different users with edits made throughout based on user notes and suggestions. The video below showcases this process:

User Testing

My prototype was then tested amongst five different users with edits made throughout based on user notes and suggestions. The video below showcases this process:

Sicilia creative

Sicilia creative

Sicilia creative

Sicilia creative