
About the Project
This project analyzes the UX design of Elden Ring, focusing on player interaction, accessibility, and game navigation. The research includes usability testing, prototyping, and identifying key opportunities for improvement.
My Roles & Responsibilities
- UX Research & Analysis
- Usability Testing
- Paper Prototyping
- UI Design Evaluation
- Accessibility Improvements
Length of the Project
8 weeks
Challenges
- Balancing accessibility improvements without altering the game’s intended difficulty.
- Ensuring new players understand key mechanics without disrupting immersion.
- Addressing UI clarity issues, such as labeling status bars and enhancing navigation.
- Testing with diverse players, including younger audiences, to gather varied insights.
Work Process
Player Profile | Player Journey | Paper Prototype | Flow Chart | Wireframe | Usability Test | UI Mockups | Accessibility |
Player Profiles


Players Journey

Paper Prototyping

Flow Chart

Wireframes, Usability Testing, Results

UI Mockups


Accessibility (Color Blindness)


Outcomes & Results
Key Outcomes
- Enhanced Accessibility: After testing with Coblis, adding labels to the HUD status bars significantly improved accessibility for players with color vision deficiency.
- Improved Navigation: Player feedback highlighted difficulties in understanding movement and the compass. Adjustments to UI prompts and tutorials helped streamline the experience.
- Player-Centered Design: The research process revealed distinct player motivations—competitive players like Santiago required clear combat feedback, while family-oriented players like Amanda valued guided exploration and narrative.
- Refined UI Elements: Adjustments were made to the game’s UI based on usability testing, ensuring important mechanics like weapon selection, health indicators, and enemy awareness were clearly communicated.
- Balanced Game Introduction: The intro cinematic was adjusted to provide an engaging yet skippable experience, catering to both lore enthusiasts and players eager to start gameplay.
- Decision Clarity: The game options screen was improved based on user testing, with better descriptions of settings such as Auto-Lock and Manual Attack Aiming.
Post-Mortem
What Went Well?
✅ Thorough User Research: Testing with different player personas provided valuable insights that directly influenced design decisions.
✅ Iterative UI Improvements: Multiple rounds of prototyping and testing refined accessibility and usability features.
✅ Player Agency & Engagement: Players were given more control over character selection, world exploration, and game settings, improving their overall experience.
✅ Clearer HUD & UI: Enhanced visual communication for in-game elements like health bars, weapons, and enemy weak spots.
What Could Be Improved?
⚠️ Onboarding & Tutorials: Some players struggled with movement and compass usage early on. A more interactive tutorial could improve this.
⚠️ Customization Options: Some players wanted more control over difficulty settings, beyond adjusting manual attack aiming and auto-lock.
⚠️ Distraction & Clarity in UI: Some UI elements could still be overwhelming, particularly for players unfamiliar with action RPGs. Simplifying tooltips and providing optional guidance could help.
Lessons Learned
🔹 Player Profiles Matter: Understanding different player motivations (e.g., competitive vs. exploratory) allowed us to design a more inclusive and engaging experience.
🔹 Accessibility Is Key: Small changes, like adding HUD labels, made a significant impact on usability.
🔹 Testing Reveals Blind Spots: Many usability issues (like confusion over movement and compass use) only became clear through playtesting.