PRODUCT


User Interface (Game)

ROLE


UX/UI • Illustration


SCOPE


1 month

OVERVIEW

Task

I was tasked with with developing the visual concepts and building out early versions of Haiku Online’s userflows, wireframes and prototypes for shareholders and early game integration.

GOAL

  • Develop a straight forward yet cyberpunk styled user interface for an educational platform.


  • Create characters that matched the UI design aesthetic.


CHALLENGES

  • Aligning the UI design with the illustrations developed.


  • Ensure digital literacy was kept in mind during the design process.


  • Figuring out how characters will converse with the player.

MY ROLE

  • UX/UI assist and Visual Designer


  • Gameplay conceptualist


  • Developed wireframes and

    usable prototypes.


  • Facilitated usability testing and synthesized data for recommendations on iterations toward the final product.


DEFINE

Problem Statement

The cybersecurity workforce seems to be shrinking over time as well as well as being less diverse than other careers. Suppose the general public have the ability to access easy-to-navigate cyber security training from home. In that case, the workforce will be diversified and accessible to those who cannot afford higher education.

Key User Goals

User-Friendly

Users should not feel intimidated by the user interface and gameplay as they'll be greeted by fictional characters that provide simple instructions.

Make it fun

We want the users to feel excited to complete ingame missions and have a reward system that allows them to activate the completionist within.

Make it interesting

The UI and UX experience will be cyberpunk-styled but still navigatable based on familiar experiences outside of the game.

IDEATE

Competitive Audit

Before beginning any designs, I researched for both direct and indirect competitors to the concept of an educational game that provides real life skills that contribute to a career.

Takeaways

Aesthetic

It's just a game

Real skills

All of the cybersecurity-related competitors have an aesthetic that leans into the fictional hacker trope found in movies and games.


Duolingo presents itself as minimalistic and user-friendly.

Hacknet and Greyhack focus on being a videogame vs. a real training product like TryHack me and Duolingo which focus on real life skills that can be applied in the

workforce.

Only Duolingo and Try hack me focus solely on the skill aspect of the type of education they provide not focusing on storylines or special visuals to hook the player.

PROTOTYPING

Creating the experience

After determining what features competitors had succeeded and failed with, I went into wireframing. I ultimately focused on blending both familiar interfaces to the typical desktop layout with cyberpunk-aesthetic. I wanted to users to feel comfortable with the format as it might be their first time learning cybersecurity skills.

Low-fidelity Wireframes

Each window for the game closely resembles common interfaces used on devices of all kinds as well as instant messengers found on social media.

Basic information window

Settings

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

Character Chat/Mission system

Skill Tree windows

LVL X

LVL X

LVL X

LVL X

Illustrations

MATERIALIZE

Mockups and final designs

High-fidelity mockups

Final Product

In-game Screenshot

WRAPPING UP

Takeaways

Working on Haiku Online was an extremly insightful project as it was my first time experiencing Figma as a product. Luckily, the platform was straightforward and familiar to me as I've used many creative software during my design journey. Here are a few major skills I took from this project:

  • Wireframing of game UI components


  • Sharing ideas through prototyping with developers and shareholders.


  • Usability testing with shareholders, coworkers, and early access uers.


  • Realizing the benefits of competitor audits when developing a new product.

Thank you for reading!

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Santa Clara, CA

jzabala1211@gmail.com

Santa Clara, CA

jzabala1211@gmail.com

Santa Clara, CA

jzabala1211@gmail.com

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PRODUCT


App Design

ROLE


UX/UI • Logo


SCOPE


2 weeks

OVERVIEW

Task

I was tasked with with developing the visual concepts and building out early versions of Haiku Online’s userflows, wireframes and prototypes for shareholders and early game integration.

MY ROLE

  • UX/UI assist and Visual Designer


  • Gameplay conceptualist


  • Developed wireframes and

    usable prototypes.


  • Facilitated usability testing and synthesized data for recommendations on iterations toward the final product.


GOAL

  • Develop a straight forward yet cyberpunk styled user interface for an educational platform.


  • Create characters that matched the UI design aesthetic.


CHALLENGES

  • Aligning the UI design with the illustrations developed.


  • Ensure digital literacy was kept in mind during the design process.


  • Figuring out how characters will converse with the player.

DEFINE

Problem Statement

The cybersecurity workforce seems to be shrinking over time as well as well as being less diverse than other careers. Suppose the general public have the ability to access easy-to-navigate cyber security training from home. In that case, the workforce will be diversified and accessible to those who cannot afford higher education.

Key User Goals

User-Friendly

Users should not feel intimidated by the user interface and gameplay as they'll be greeted by fictional characters that provide simple instructions.

Make it fun

We want the users to feel excited to complete ingame missions and have a reward system that allows them to activate the completionist within.

Make it interesting

The UI and UX experience will be cyberpunk-styled but still navigatable based on familiar experiences outside of the game.

IDEATE

Competitive Audit

Before beginning any designs, I researched for both direct and indirect competitors to the concept of an educational game that provides real life skills that contribute to a career.

Takeaways

Aesthetic

All of the cybersecurity-related competitors have an aesthetic that leans into the fictional hacker trope found in movies and games.


Duolingo presents itself as minimalistic

and user-friendly.

It's just a game

Hacknet and Greyhack focus on being a videogame vs. a real training product like TryHack me and Duolingo which focus on real life skills that can be applied in the

workforce.

Real Skills

Only Duolingo and Try hack me focus solely on the skill aspect of the type of education they provide not focusing on storylines or special visuals to hook the player.

PROTOTYPING

Creating the experience

After determining what features competitors had succeeded and failed with, I went into wireframing. I ultimately focused on blending both familiar interfaces to the typical desktop layout with cyberpunk-aesthetic. I wanted to users to feel comfortable with the format as it might be their first time learning cybersecurity skills.

Illustrations

Character Chat/Mission system

Skill Tree windows

LVL X

LVL X

LVL X

LVL X

Basic information window

Settings

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

setting

Low-Fidelity Wireframes

Each window for the game closely resembles common interfaces used on computers of all kinds as well as instant messengers found on social media.

MATERIALIZE

Mockups and Final designs

High-fidelity mockups

Final Product

In-game Screenshot

WRAPPING UP

Takeaways

Working on Haiku Online was an extremly insightful project as it was my first time experiencing Figma as a product. Luckily, the platform was straightforward and familiar to me as I've used many creative software during my design journey. Here are a few major skills I took from this project:

  • Wireframing of game UI components


  • Sharing ideas through prototyping with developers and shareholders.


  • Usability testing with shareholders, coworkers, and early access uers.


  • Realizing the benefits of competitor audits when developing a new product.

Thank you for reading!

PRODUCT


App Design

SCOPE


2 weeks

ROLE


UX/UI • Logo


OVERVIEW

Task

I was tasked with with developing the visual concepts and building out early versions of Haiku Online’s userflows, wireframes and prototypes for shareholders and early game integration.

GOAL

  • Develop a straight forward yet cyberpunk styled user interface for an educational platform.


  • Create characters that matched the UI design aesthetic.


CHALLENGES

  • Aligning the UI design with the illustrations developed.


  • Ensure digital literacy was kept in mind during the design process.


  • Figuring out how characters will converse with the player.

MY ROLE

  • UX/UI Research and Visual Designer


  • Developed wireframes and

    usable prototypes.


  • Facilitated usability testing and synthesized data for recommendations on iterations toward the final product.


DEFINE

Problem Statement

The cybersecurity workforce seems to be shrinking over time as well as well as being less diverse than other careers. Suppose the general public have the ability to access easy-to-navigate cyber security training from home. In that case, the workforce will be diversified and accessible to those who cannot afford higher education.

Key User Goals

User-Friendly

Users should not feel intimidated by the user interface and gameplay as they'll be greeted by fictional characters that provide simple instructions.

Make it fun

We want the users to feel excited to complete ingame missions and have a reward system that allows them to activate the completionist within.

Make it interesting

The UI and UX experience will be cyberpunk-styled but still navigatable based on familiar experiences outside of the game.

PROTOTYPING

Creating the experience

After determining what features competitors had succeeded and failed with, I went into wireframing. I ultimately focused on blending both familiar interfaces to the typical desktop layout with cyberpunk-aesthetic. I wanted to users to feel comfortable with the format as it might be their first time learning cybersecurity skills.

Low-fidelity wireframes

Character Chat/Mission system

Skill Tree windows

Settings

Basic information window

Illustrations

IDEATE

Competitive Audit

Before beginning any designs, I researched for both direct and indirect competitors to the concept of an educational game that provides real life skills that contribute to a career.

Aesthetic

All of the cybersecurity-related competitors have an aesthetic that leans into the fictional hacker trope found in movies and games.


Duolingo presents itself as minimalistic

and user-friendly.

Real Skills

Only Duolingo and Try hack me focus solely on the skill aspect of the type of education they provide not focusing on storylines or special visuals to hook the player.

It's just a game

Hacknet and Greyhack focus on being a videogame vs. a real training product like TryHack me and Duolingo which focus on real life skills that can be applied in the

workforce.

Takeaways

MATERIALIZE

Mockups and

Final designs

Final Product

In-game Screenshot

High-fidelity mockups

WRAPPING UP

Takeaways

Working on Haiku Online was an extremly insightful project as it was my first time experiencing Figma as a product. Luckily, the platform was straightforward and familiar to me as I've used many creative software during my design journey. Here are a few major skills I took from this project:

  • Wireframing of game UI components


  • Sharing ideas through prototyping with developers and shareholders.


  • Usability testing with shareholders, coworkers, and early access uers.


  • Realizing the benefits of competitor audits when developing a new product.

Thank you for reading!

MORE WORK

Healthy Vaccine

UX/UI • Logo • Responsive Web

Read More

The Drink

UX/UI • Logo • App

Read More