Project 2: Oblivion Interface
The first step to re-designing the Oblivion Interface was to go into the game, pull up the menu, and identify its many dated flaws I saw in it as a player. The easiest way to come up with design improvements off the bat was to draw from my play experience. I asked myself, what features of the UI were a pain to use? What did I find helpful? What sorts of things would have helped me navigate more efficiently? Here is the list I came up with:
- Zoom in/out feature for maps
- Easier map navigation
- Allow map markers for noting locations, plants, caves that have been explored, etc.
- Provide map key & more detailed info along with custom markers.
- More understandable icons (especially chalice quest icons)
- Bigger scroll bar(current one is small and hard to read)
- A clearer, more categorized system using tabs with clearly defined sections as opposed to ambiguous symbols.
- Organize statistics in a more meaningful way (maybe along with the player information?)
- Organize sections into less tabs to prevent so much ‘tab flipping’. More concise categories?
- The menu aesthetically looks like a ‘ye olde clipboard’. Maybe make it resemble something like a journal or book to seem more realistic to the time/character?
- Allow for a ‘journal’ function for players to keep notes in… this could be a very useful asset to players considering the world is so large with many names, places, and ideas to keep track of.
- Organize equipment within categories more specifically to find them (e.g. rings, body, legs, arms)
- Make map always visible in the menu on the side.
- Maybe have a map similar to Farcry 2 that the player can pull out to reference in certain places instead of continuously tabbing out which breaks immersion.