The Process
I looked up to see if other players had run into similar user experience situations as myself.
I collected what impacted myself, and the other players most:
1. Difficult for players to see map voting, or where their XP Boosts are
2. Very information dense
3. Important features & information blend in
2. Very information dense
3. Important features & information blend in
Challenge: Maintain information, and increase attention to the most important items.
Organized each element based on actionability, value to the business, and importance to most players.
Map voting first as it pertains to the current match, challenges second as seeing progress is important, and third boosters as it is a valuable reward for players and was difficult to locate.
I then created a placeholder tabbable header for the challenges that allowed me to condense the Daily, Base, and Major challenges under one roof.
This reorganization allowed space for a large and personal focal point, which I chose to be the player's last-used character and weapon. This creates a connection between the player and their character. Increasing the odds that a user might purchase cosmetic items.
I recreated all the elements down to the icons with Figma and auto layout. I also redesigned the "Activate Boosters" by showing the user what boosters are available without having to click.