This is my updated lobby concept above 
This is the existing lobby design that I worked from
I challenged myself to use the same design system but to focus on improving the user experience for myself and other players based on my own experience and others' feedback on Reddit. 
Important to note is that this is a game early in its development and design phase.
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
Challenge: Maintain information, and increase attention to the most important items.

Rearranged UI using screenshots of original lobby

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.

Final UX + minor UI changes

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.
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