Thursday
Dec092010

N-Gage (Antares) - Device UI, Symbian S60

Role: Design Lead
Contribution: Did all visual design and UX work

Design Challenge: Update the existing N-Gage Arena UI for the next N-Gage hardware, code named "Antares". The shift in design was to take over the new "Active Idle" screen that allowed users quick access to frequently used applications. This would bring the social connected features to the forefront of the user experience, dramatically increasing user activity. This was done to address the user research that found many people were not finding the N-Gage game app on their devices, since Symbian S60 at the time had a very poor UX with many folders and apps spread throughout the device and variable between different markets and regions.

Antares Concept - Active Idle UI

One of the key challenges of this platform was the limited screen (176 x 208 pixels) and the limited color space (12 bit color palette). So the focus was on updating the not just the visuals, but also the where and how the user would access the social connected N-Gage features that made up N-Gage Arena.


Antares Concept - Arena UI

 Above screens show what accessing N-Gage arena would look like. This is a variation on what was the current N-Gage Arena UI, since we wanted to do visual update, but not a whole new IA for the app. This was to limit the development cost and shorten the overal time frame to make it to market.

 

Antares Concept - Arena UI

The UI is cleaned up and modernized compared to the previous Arena UI, but many of the icon metaphors and basic structural elements would remain the same in function.

 

Antares Concept - Arena UI

One of the key pieces of this concept was also modernizing the UI of the device itself with the image on the right showing what the basic Calendar app would look like compared to the Arena UI elements. They would be color coded by function, but they would not have a completely different UI visual design as they had in the past. See Arena UI on N-Gage Classic.

Thursday
Dec092010

Project Name: N-Gage (Classic) - Device UI | Role: Art Director
Design Challenge: Details coming soon

Thursday
Dec092010

Project Name: N-Gage (Classic) - Website | Role: Art Director
Design Challenge: Details coming soon

Thursday
Dec092010

SegaSports.com - Website (Dreamcast)

Role: Art Director
Contribution: Did all visual design and UX work.

Design Challenge: DCreate a unique web experience for the SegaSports franchise for the new Dreamcast platform. This design was to be built on top of the existing Sega Dreamcast web experience, but also take on a new look for SegaSports. One of the key challenges of this project was build a web interface for the Dreamcast browser which limited resolution (standard TV, including title safe area) and input via Dreamcast control, instead of a mouse.

SegaSports - Homepage

All the SegaSports games for the Dreamcast would have an online features, nearly all with multiplayer, which was unheard of at the time, so each game would have access to the SegaSports web experience from the Dreamcast console, allowing players to issue challenges, view rankings, enter tournaments and learn more about the other SegaSports games.

SegaSports - Games

Research data showed the user general bought more than one SegaSports game so a key feature of the site was to learn about other SegaSports titles as well as to keep the user coming back for info about games currently in development. This was back in an area of dial up access speeds so have insight into game development was nearly unheard of at the time. 

SegaSports - Challenges

Since SegaSports titles were some of the first games to have online multiplayer, a whole new system for player challenges had to be created, including a web interface for issuing and receiving them. 

SegaSports - Tournaments

To help grow the Sega Dreamcast community regularly scheduled tournaments were held and run by our community managers. Players could sign up for an check their standings in all open tournaments.

The SegaSports site would later under go a major redesign, making the site far easier to update and become a much more timely place for news and events as the overall pace for internet development and information increased. See SegaSports redesign project.

Thursday
Dec092010

Phantasy Star Online - Website

Role: Art Director
Contribution: Did all visual design, UX work and Flash development

Design Challenge: Details coming soon.