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Twisting Wonderland

HOW DID I...

Turn a horizontal UI vertically to experiment and understand user experience then used animation to narrate​​ actions

Case Study

UI/UX DESIGNER

FAVORITE PROJECT

OCT - JAN 2023

Home Screens.gif
Lessons and Stories Gif.gif
This project is...

Twisting Wonderland is...

a mobile prototype where I took Disney Japan's Twisted Wonderland and changed its horizontal UI to a vertical UI. I will also improve TW's visual communication and accessibility and include quality-of-life changes that would provide fresh experiences and satisfy player struggles.

ANGLE / VISION

1. Achieve an interactive and fun experience that is more than just tapping buttons
2. Apply visually appealing and communicative design
3. Increase quality-of-life (i.e. shorten user flows)
4. Prototype smooth and complex assets to reflect the final product
5. Explore and experiment with UX/UI design for mobile games

Before & After

The new design clearly differentiates the different content, uses space more wisely, and is more compelling and informative while maintaining the same aesthetic choice.

Initial
TW Twistune Book 2.png
TW Player Profile 2 1 (1).png
TW Player Profile 2 1 (1).png
Group 5.png
TW Twistune Book 1.png
Revision
Main (Profile).png
Main (Landing).png
Main (Activities).png
Main (Profile) (1).png
Main (Profile).png
Main Story.png
Twistunes (Main).png
improvements

Fewer options = faster action

Less clustered

Balanced usage of space

Various interactions

Visually appealing

Informational and relevent content

No unnecessary repetition

Balanced usage of space

Visual communication

Interface reflecting the content

Follows aesthetic style

Equally as developer-friendly

Pre-Inspecton

Pre-Inspection

Many graphic elements were easily understandable and the layouts were clean. However, there was a noticeable amount of assets, fonts, and visual communication that could be lacking or difficult for user accessibility.

IMG_7966.jpg
IMG_7967.jpg

- Essential information such as player name, level, and support character is shown

- Highlight players' favorite card

- Barren/ insufficient content respective to the space used

- Too many "Change" buttons / unnecessary repetition

- Need organized categorization and hierarchy

- Need more visual appeal

- Icons are self-explanatory

- Easy navigation to commonly accessed pages

- Unbalanced usage of space

- Overwhelming content, choices, and assets

- UI not adaptable to device/screen size

IMG_7968.jpg
IMG_7970.jpg

- Shows that the player has completed a book

- Unmatched context and design (lacking in visual communication)

- Need more visual cues to differentiate from Twistunes

- Need better hierarchy and organization in fonts and color 

- Shows player completion/progress on a twistune album

- Unmatched content and design (lacking in visual communication)

- Not enough visual cues to differentiate from Main Story

- UI not adaptable to device

Personas

User Personas

Lesley and Kate are personas that represent the part of the audience that has most traits aligning with the target audience, but do not completely fit the target audience (covering the 13.6% percentiles).

Bartle player taxonomy
Profile Bg.png
User Flow on Decision Making

User Flow on Decision Making

Although the game already has a flow, it still has very beginner mistakes that show unthoughtfulness to users. I made user flows in FigJam for the Stories, Twistunes, and Lessons which are most commonly visited.  These are user flows that focus on the actions and decisions of the users which is much more aligned with my goal of designing a smoother and faster user flow.

Screen Shot 2023-06-06 at 5.57.00 AM.png
Screen Shot 2023-06-06 at 9.33.34 PM.png
Read Main story:
Play twistunes:
Screen Shot 2023-06-06 at 9.50.37 PM.png
Complete lessons:
Screen Shot 2023-06-06 at 9.51.02 PM.png
User Journey

User Journey

       This is a user journey for Leslie the Casual Gamer, the target audience of Twisted Wonderland. For this user journey, I mapped out Leslie's overall experience and included the motivations and frustrations she would encounter from before to after playing

UX/UI Creative Direction

UX/UI Creative Direction

       For Twisted Wonderland's user experience, I want to make the game interface immersive and fun to navigate through. To achieve this, I incorporated the story's first-person point of view into the UI by creating a 3D vision while keeping the original 2D graphics. 

References
Screen Shot 2023-04-07 at 7.00.16 PM.png
Screen Shot 2023-04-07 at 6.47.36 PM.png
Foreground, mid-ground, background
Main (Landing) 2.png
Main (Landing) 3.png

Foreground:

- Still / Follows user

- Interactable

- Essentials

Mid-Ground:

- Shift / Controlled by user

- Most interactions

- Content

Main (Landing) 4.png

Background:

- Still or Shift

- No interaction

- Visual que

Aligned
Flying iPhone 12 Mockup Left View (2).png

Aligned:

- First-person movement

- Control of space

Low-Fidelity Wireframes

Low-Fidelity Wireframes

Home Screens

POP-UPS

HAMBURGER

Profile.png

New profile

More statistics

Main.png
Main 2.png

Quality of life

Bigger for readability

Expanding space

<- SWIPE ->
<- SWIPE ->
Information.png
Gift Box.png
More Tools.png
Hamburger.png

Cards

Mirror

Mirror.png

Wider graphics

View applied

filters

Twistunes

Twistunes.png

Record disk UI to match context

<- SWIPE For back

Missions

Shop

Adapting to new UI structure

<- SWIPE ->

Often used

LEssons

Stories

EVENTS

Exams

Drop-down to reduce user flow

<- SWIPE ->

Display information to reduce user flow & quality of life

Book UI to match context

Event.png
High-Fidelity Wireframes

High-Fidelity Wireframes

Lo-Fi
Hi-Fi
Lessons Normal.png
Main Story.png
Main (Profile) (2).png
History.png
Main Story (1).png

Focus:

- Grasping the purpose of each page

- Indication of structure and functionality

- Content ideas

Focus:

- High-quality graphics & reinforcing visual cues

- Clear functionalities and navigations

- Visual representation of the final product

UI Specifics

UI Specifics

Sample Components
Components (5).png
Grid measurements
Frame 36.png
Frame 35.png
Device size - 817 x 312 (iPhone X/Xs/11/13Mini) (Adaptable UI)
Pixel unit - 5px
THumb Zone
iPhone 12 Mockup Front View.png
iPhone 12 Mockup Front View (1).png
iPhone 12 Mockup Front View (4).png
iPhone 12 Mockup Front View (3).png
Prototyping Layered Inteactons

Prototyping Layered Interactions

Animated Drop-Down
Screen Recording 2023-12-13 at 7.25.19 PM.gif
Heartslabyul.png
interactive card Carousel
Layered interactions between
Foreground, Mid-Ground, and Background
Main (Landing) 2.png

Foreground:

- Acessing information and essential buttons

- Follows the player

- Independent from player

Main (Landing).png

Mid-Ground:

- Swipe/drag and taps

- Interacting with users

- Depent on player actions

Main (Landing) 4.png

Background:

- Perspective moves within the location

- Dependent on content

- Independent from player

Flying iPhone 12 Mockup Left View (2).png
Light User Testing

Light User Testing

User testing is one of my favorite stages of UX/UI design. I asked 10 users to perform tasks to show me their struggles and ease in navigation, then asked them for open-ended feedback about the design, navigation, and functions.

Flow task: Navigating through the app to complete all missions (without using "Go").

Smooth Navigation: Twistunes, Alchemy, Exams, Shop - under 5 seconds

Difficult Navigation: Mirror/Summon, 44% of users struggle - over 7 seconds

 

Solution: Better UX writing, from "summon" to "use mirror" for clearer indication

Result: 89% of users completed within 5 seconds

Mission 4 (1).png
Mission 4.png

Visual design: What is your most and least favorite screen?

Best Page: Mirror - visually pleasing, good arrangement, high interaction

                  Profile - statistics

                  Right of Home Screens - balanced arrangement

Need Improvement: Exams - arrangement

                                Cards - visibility/size of cards

Solution: Rearranged Exams page and increased card size by 25%

Result: No discomfort from the Exams or Cards page

Exams (1).png
Prototype
Final
Exams (2).png

User Comprehension: What is this game about?

Common Answers: A summoning (gacha) game to collect characters, leveling characters and skills, rhythm game, world similar to Harry Potter

From user feedback, I also increased font size and adjusted spacing.

The Product

The Product

To get a better sense of the functions and interactions, check out the Twisting Wonderland prototype on Figma (Figma works best on laptops and computers).

Credits & Splash
Credits 2.png
Opening Screen.png
Long Loading
Long Loading.png
Short Loading
Fast Loading.png
HOME SCREENS
Main (Profile).png
Main (Landing).png
TW Home Button.png
Main (Activities).png
Profile
Main (Profile) (1).png
Main (Profile).png
Rank.png
customize
Edit Background.png
Change Button.png
Full Screen.png
TW Expand Icon 2.png
Menu
Hamburger (2).png
TW Menu Button 1.png
POP-UPS
Main (Landing) (10).png
Mail Icon.png
Information.png
Main (Landing).png
Chest Icon.png
Main (Landing) (8).png
Tools Icon.png
Recharge
Main (Landing) (7).png
TW Add Button 1.png
Main (Landing) (6).png
TW Add Button 1.png
Lessons
History (1).png
History.png
TW Lessons Button 1.png
Alchemy.png
Exams
Exams (2).png
TW Exams Button 1.png
Stories
Main Story.png
Vignettes.png
TW Stories Button 1.png
Chats (1).png
TWISTUnes
Twistunes (Main).png
Twistunes (Event).png
TW Twistunes Icon.png
Select Twistune.png
Mirror
Mirror.png
CArds
Cards (1).png
Missions
Missions (Weekly).png
Missions (General).png
Shop
Shop.png
Shop 2.png

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