UX Analysis

Horizon Zero Dawn

 
 
 
 
 

This critical analysis was done as part of a UX course during my first year at ISART Digital, with the help of two other Game Designers: Amédéo Calbrix and Yoann Le Gouzouguec.

The assignment consisted in choosing a recent AAA game and finding its shortcomings, or "pain points", in its UX and interfaces, then offfering solutions to remedy them and finally prototyping and testing them.

 
 
 

Identifying pain points

As a first step, we interviewed players of the game in order to establish the "Persona" of the typical audience and identify their pain points with the application. They especially mentioned issues regarding their understanding of the game’s menus, such as the lack of clarity and redundancy of the interfaces.

 
 

Conceiving potential solutions

Starting from the current user experience, which we observed from our interviewees, we identified the precise moments in the player’s journey that were frustrating. To address those issues, we came up with some wireframes of what the redesigned menus might look like.

 

 

Testing!

The final step for this analysis was to test our hypothesis. We thus had a playable prototype tested by two players with a good comprehension of the game, and two players who had never played the game. In both cases, we noticed a much better understanding of the new menus than the old ones.

 

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