Concept for Controller/KBM friendly UX

Mc Batty shared this feedback 9 hours ago
Not Enough Votes

Attached are a few mock-ups of what I believe to be an improvement and start of what could be a better UX for use by KBm and Controller, Features are annotated and whilst not every page of this is done I have tried to include ideas that can be used across multiple UIs.


(Screenshots are annotated to explain, whilst the screenshots show use with a controller, again it is to be designed for both inputs)


One major thing about this concept is that the build menu has been separated into its own thing to avoid conflicting controls and clutter, For this we can use another keybind/button to open.


Why have I done this? As someone who has primarily played games on controller for the majority of their life, Id like to think I can notice a poor UX in menus when using a controller and the current SE2 UI I would say falls into this category, I am hoping that this feedback will give ideas on how to improve the feel of the game for console/controller players.


Would love to hear other peoples feedback too. (Lastly this is a UX concept not UI so it is not supposed to look pretty but i do think having the option to have a fully filled in UI would help declutter it.)

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