• Role: UI/UX Designer

  • Type of Project: Solo Project

  • Duration: 45 hours

  • Software: Figma, Google Forms, PowerPoint

Ark Wireframe (Fan)

Overview

Ark: Survival Evolved is one of my favorite survival games, but its inventory UI has always had usability and readability issues. It leaves a lot to be desired, and I set out to see whether others agreed with me and what I could do to improve it!

I created a survey for the ARK community that received 21 responses, and I interviewed two less-experienced ARK players to identify UI pain points and confirm my suspicions. I then conducted several user tests with my redesigned wireframe to assess whether my improvements were effective.

I gave my survey to veteran players and ran in-person gameplay tests under a rigid testing structure to see the disconnect between players of all experience levels and the UI.

Identifying Problems and Conducting Research

  • Conducted user interviews with less experienced players to discover pain points for new users.

  • Created a survey focused on veterans of the game to uncover issues that users have grown complacent with, forgotten, or that ultimately annoy players.

  • I posted the survey in ARK communities on Reddit and Discord, and it gathered 21 responses.

  • Parsed data and findings from interviews and surveys to find solutions and validate/invalidate my possible solutions.

Original Game UI

User Interview Testing Methods

User Interview Findings

Survey Findings

Converting Problems to Solutions

Main Problem Statement

Redesign Ark: Survival Evolved's inventory UI to empower new players to fully utilize available tools while providing veterans with quality-of-life improvements that minimize in-game frustration.

From Pain Points to Goals

  • Lack of organizational features

  • Cramped UI

  • Unclear which items are usable from the Hotbar

  • Unintuitive organization and sorting features

  • Give users tools to organize items across various types easily.

  • Clearly define what can and cannot be used with the hot bar for players.

  • Develop new signifiers to streamline users' understanding.

User Stories

To better understand the problems I needed to solve and the users I was solving them for, I created user stories that captured their motivations and the reasons behind their desired changes.

  • (Hot Bar)As a new player learning the game, I want my hotbar to be connected to my inventory so I don’t forget which items I have.

  • (Feedback) As a new player learning the game, I want visual feedback to show me when and where I can move items to understand how the inventory works.

  • (Unaware of Inventory Tools) As a new player learning the game, I want to know which tools I have available to make the most of my inventory and minimize frustration.

  • (Simple Organization) As a mastery-focused player, I want to be able to sort my items quickly so that I can organize and find the ones I need.

Refining the Organizational Experience

Increasing Inventory UI Space

Problems:

  • In-game UI for inventory required the user to scroll if they had many items.

  • Elements were squashed together, and the UI felt cramped.

Solutions:

  • Consolidated the character view window and character stats.

  • Increased the size of the inventory space.

Sorting and Filtering

Problems:

  • Limited sorting options and irrelevant sorting options

  • No filtering options for items.

Solutions:

  • Added the ability to sort options by item type.

  • Added the ability to filter items by type.

Item and Hotbar Confusion

Solutions:

  • Added an arrow showing where the item would be placed in the inventory slots depending on where the player would put it.

  • I made the hotbar turn red, and the item and corresponding slot slowly blinked the same color.

Problems:

  • No signifiers for where your items will be moved to when moving them in your inventory.

  • No signifiers that tell players what items can be used in the hotbar or offhand slot.

Ending Notes

The ARK project taught me that a clean, elegant fix is often more valuable than a complete overhaul, both for solving player pain points and reducing the team's workload. I also learned that new users are surprisingly effective at identifying systemic issues precisely because they haven't adapted to its quirks, whereas long-time users require deeper investigation to uncover frustrations they've simply learned to live with.

Check out my other projects!