USABILITY + ACCESSIBILITY

TEENAGE MUTANT NINJA TURTLES: SPLINTERED FATE

Design specs with cross-platform interaction requirements + display scaling references

Co-Op Roguelike Game (Super Evil Megacorp)

CHALLENGE

Teenage Mutant Ninja Turtles: Splintered Fate, a cross-platform co-op roguelike game, needed design specs that accounted for complex cross-platform interaction requirements while also being easily understood and executed by cross-functional teams.

APPROACH

Our design spec documentation initially covered control scheme differences by showing changes needed between touchscreen, controller, and keyboard/mouse inputs on each individual screen, which accounted for the complexity but was difficult for cross-functional teams to fully digest.

Using feedback I collected from the team, I created a better, more accessible system by:

  • Adding cross-platform requirements to specs during each feature’s first dev pass

  • Creating specs that covered key actions across all screens in an accessible way by framing them as a player story rather than isolated screens

  • Adding visual references detailing how screens needed to scale for each target display (tv/monitor, phone, and tablet)

RESULTS

My new spec design and process was a force multiplier for the team’s overall productivity, creating faster alignment between teams and removing the time consuming step of retrofitting screens for alternate control schemes and displays late in development.

GAME USABILITY WORKSHOPS

Human-centered design activities that help teams test + solidify ideas

Electronic Arts

CHALLENGE

Introduce mobile UX best practices and approaches to a development team that had never designed for mobile before, establishing the value of the discipline and ensuring UX is built into the development process.

APPROACH

I conducted a series of game usability workshops with the team to give them a hands-on introduction to the benefits of a user-centered design approach:

  • Led task-based workshops using paper prototypes, facilitating quick iteration

  • Led Rose/Bud/Thorn exercises to collect feedback and created tailored recommendations to address raised issues

  • Identified patterns in user feedback and visualized problem areas

RESULTS

Workshops became a source for high-value deliverables for the team, and UX became a firmly established part of the development pipeline.

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