DESTINY ITEM MANAGER
GEAR UP FOR ANYTHING FROM ANYWHERE
ROLE
UI/UX Designer
TOOLS & SKILLS
Figma
Cross-platform user journey mapping
OBJECTIVE
Redesign the existing Item Manager app to create a more comprehensive and intuitive user experience.
CREDIT
The original Item Manager was designed and developed by Slava Karpenko, Lars Anderson, and Karina Arutyunyan.
ORIGINS
Since getting the game for Christmas in 2014, Destiny 1 has become my favourite game of all time, and so I wanted to use my skills to contribute to its amazing community that has given me so much throughout the years.
ORIGINAL
THE VAULT
In the original version, the vault consisted of a single scrollable menu with every single item on the same page. To consolidate this, I decided to include filters and a search bar to make finding that specific piece of gear quicker and easier.
ORIGINAL
THE ACT OF TRANSFERRING
The flow of transferring items did not need much more in terms of interaction steps. What I thought needed improvement was the layout clarity of the interface
WHERE'S IT GOING?
Version 1 had the item destinations hidden behind a pop-up menu. I decided to integrate the destination right into the main interface. This results in the user having fewer things to look at.
LOADOUTS
A dedicated tab for loadouts allows for easier distinguishing between loadouts and a better experience for altering and transferring them between characters/vault.
MIMIC FAMILIAR PATTERNS
When thinking about how to denote active(equipped) items, I turned to the game itself for guidance. Creating a visual pattern that mimicked the game UI meant that users could get a smooth experience when going from game to app and back.
WHERE'S IT COMING FROM?
A feature which I loved about the original version was the ability to tell where an item is before moving it. A small icon (the respective character's emblem) indicated which character was holding it or if it was in the vault at a given moment.
CLASS NAME VS. EMBLEM
In Destiny, characters are divided into classes: Hunter, Titan, or Warlock. Each character can be given a unique emblem as an identity badge. In the original app, this badge was used to say where an item was. In my version, only the name is used. If you are someone who swaps emblems often, using the name is more consistent.
FUTURE CONSIDERATIONS
I could see later versions of the Destiny Item Manager turning into a holistic gaming experience. LFG (Looking For Group) forums, posting and sharing favourite loadouts, and PvP and PvE leaderboards could turn an app like this into a true companion tool for the base game.
LEARNINGS
Through this short project, I learned a lot about usability and empathy. I also learned the importance of pursuing things that you are truly passionate about, as it can result in solutions that take your designs from usable to inspirational. Without the work of the team that came before me, this project would not exist.