This project is an interactive case study for Modern Combat 4: Zero Hour by Gameloft Games. This is simply an exercise to demonstrate an alternative user experience from the existing one.
Length of Project: Two weeks
Software used: Omnigraffle Pro, Adobe Photoshop, Justinmind Prototyper, iPad iOs6, iPhone iOs6
• In order to identify user needs, I begin researching pre existing designs and user experiences. This means lots of game reviews and videos of in-game walkthroughs, as well as playing through the game, myself.
• After due diligence, I begin to sketch and layout my ideas before generating high-fidelity schematics which will eventually become wireframes.
• Once the idea is there, I begin mocking up wireframes and prototypes.
• Finally, the ideas are tested and revisions are made accordingly.
Breaking down the barriers – Menu system designed to:
• Enter gameplay with 3 (minimum) to 5 (maximum) “clicks”
• Menu is designed around the ergonomics of the hand
• “Mirror-menu” preferences that will cater to left handed and right handed players.
Designed for your hands – A HUD designed for comfort.
• UI is designed around the ergonomics of the thumb
• Utilizes accelerometer as well as on-screen UI (shake to reload feature)
• Minimalist approach to UI for maximization of screen real estate
• Addresses “pain points” and creates a dynamic interface that resembles an analog controller, but uses the flexibility of a touch sensitive surface
• Scalable interface that transitions nicely to smaller mobile devices.