DEUNAN BERKELEY
Senior Content Designer / Senior UX Writer

USER FLOW PAIN POINT ANALYSIS
Online game: Elvenar
Audience: Casual repeat "grouped" gamers
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My Role: UX design, writing
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Challenge:
Convoluted path for daily team checkins.
Solution:
Proposed shortcut UI to speed up task.
Challenge: Teams in Elvenar
Teams in Elvenar are something to be supported and celebrated because they encourage regular daily visits from users (clicking resources for their team), competition goals, and community.
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Teams are made up of up to 25 people, and presented to you in a popup box with their names and rank. This box could also help, with some modifications, the daily or weekly task some teams expect, of clicking resources for all the members.
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I analyzed the task, the current flow and the current UI, and then remapped a solution that might be easier.
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The final solution, seen in the game later, is remarkably close to the proposal.
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Before - Fellowship dialog box
This box lists all your members but, not which ones you have "visited" that day or who needs resources (to be clicked). Clicking a team member's chosen resources helps them move faster in the game.
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Also the action was awkward; you click the name here, then follow with more screens and more clicks until you reach that user's home screen, and guess from their city name which resources they need (no other way to say it).
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Team Sending Aid Task Analysis
After test playing myself, interviewing other players, and checking community forums on the matter, I was able to put together a rough task analysis board to help show the importance of the sending aid task.
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It's very key to make the team and community tasks a high priority, as it's a transition between a solo player getting bored and leaving, and an intermediate or beginning player meeting up with people every day for talking, teamwork, and competition.
User Flow - Before

User Flow - After
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BEFORE

PROPOSED REDESIGN

FINAL IN UI
