UX design assignment
 
The task was to make the UI screen for a game called Half!, a fictional 2d platform heardcore for mobile devices (smartphones and tablets). I was designed to create the UX for the "Shop" section. This process was divided into 3 parts: Wireframes, Clickable prototype and test Usability brief.
 
The game comes to Rhalf! escape, a being half human / half cyborg, the result of an experiment prostheses for government war survivors. After a war breaks out between the government and rebel against the evolution of machines (also known as popular control machines) cyborg runs away, because despite its adapted housing, also has human soul and some organs.
Wireframes
 
The shop offering should include:
●  Cosmetic and/or functional upgrades (e.g. weapons, outfits etc)
●  Consumables (e.g. boosters, potions etc)
●  Premium currency
 
The design should also offer up information about:
●  The amount of in game currency you have
●  The amount of premium currency you have
●  Special offer items / Item bundles
●  New items
●  The product description/stats
●  Where applicable, a way to reference/compare the item on sale to what you currently have equipped

Should show navigation for:
●  Back to main menu
●  Into the main game
"No special visual details or treatments needed plus in some cases we use specific images based on a GDD for specific tasks were tested."
Change level / events / shop
Popup
Buy Gold (premium currency)
Prototype & Usability Test
 
No special visual details or treatments needed plus in some cases we use specific images based on a GDD for specific tasks were tested, how to buy a specific item for a specific mission. Despite the script of questions, the idea was to let the free player for your choices testing the prototype (even being a low-fidelity prot.), so we could be more effective in the test with the ways that users interact.
 
This prototype was created for an usability test purpose for the Shop section. Aspects of the design we would like to test using the prototype were:
 
● information Architecture
● buying in game currency
● buying a particular item of your choice
● determine issues and difficulties
● Does the user understand how shop menu works?
Game UX Case: Rhalf!
Published:

Game UX Case: Rhalf!

Ralph's "Shop" section game process into wireframe, clickable prototype and a test usability brief.

Published: