
About this Project
As an Art Director specializing in consumer engagement, I have created a project showcasing my strategic approach to improving accessibility in Minecraft Dungeon. The objective is to reach a broader audience. This portfolio piece demonstrates my critical thinking skills and ability to create inclusive design solutions.

Roles & Responsibilities
- Defined project scope independently
- Conducted thorough research and analysis to identify areas for improvement
- Created innovative design concepts and prototypes
- Sought feedback from friends and colleagues throughout the process
- Prioritized collaboration and user feedback
- Demonstrated ability to work independently while still seeking input and refining the final product
- Created successful design solutions
Length Of The Project
Challenges
Week 1: Define project scope and goals
Week 2: Conduct user research, including surveys and interviews
Week 3: Analyze research findings to identify areas for improvement
Week 4: Develop initial flow chart design concepts
Week 5: Create low-fidelity wireframe and test with colleagues and friends and gather feedback
Week 6: Carry out usability tests and research on findings.
Week 7: Design and test UI mockups and gather feedback
Week 8: Finalize design and create detailed documentation
Week 9:Implement Accessibility and color blindness tests and collect feedback for future iterations
Limited resources and unclear project objectives
Difficulty balancing user needs and ensuring the final product is accessible and inclusive for a diverse range of users
Staying up-to-date with current design trends and standards
Keeping the design simple and intuitive while still adding new features
Paper Prototype

Flow Chart
Wireframe

Usability Test Planning
Scope
The purpose of conducting this usability test is to evaluate the efficacy of the opening cinematic in facilitating players’ understanding of the game’s objectives. Additionally, the necessity of an explanatory cinematic to clarify the game’s objectives will be assessed. Data will be gathered to optimize the length of the cinematic so that the players attention is not lost. Furthermore, the study seeks to enhance the inventory system by observing how players interact with it. To achieve these research objectives, unmoderated focus groups comprising 12 participants will be employed, they will be tested individually and data will be analyzed via click stream analysis.
Process
Recruiting
To determine the characteristics of the ideal participants for the usability test, I considered the demographic information such as age, gender, and geographic location, as well as other relevant factors such as gaming experience or familiarity with the type of game being tested. I am looking for individuals who have visited websites or forums related to gaming or have a history of playing similar games.
Script
I develop a script and was clear about the purpose of the test, the testing console, the time commitment involved, and any incentives or compensation that will be provided. Participants had clear instructions on how to access the game and any additional materials or tools they needed for the test. This could included a questionnaire or survey to gather feedback on their experience.
Analyze results
Collected data was analyzed from the test to identify areas of the game that need improvement or further development. Additional usability tests was conducted as needed to improve the game’s usability and user experience.
Usability Test Session
Objectives
- Learnability: How easy is it for users to accomplish basic tasks the first they encounter the design?
- Evaluate player engagement: Evaluating the pacing and flow of the cinematic and ensuring they effectively convey the intended story or narrative.
- Test new features: Are additional features easy to use and do they enhance the overall player experience.
- Efficiency: Once users have learned the design, how quickly can they perform tasks?
- Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
- Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors, any technical issues, glitches, or errors in the game cinematics that may affect the player’s experience?
- Satisfaction: How pleasant is it to use the design?
Assessing the overall quality of the game cinematic, including graphics, sound, and visual effects, without any external influence or distraction
Test without commentary
- Can you tell the objectives of the game from the cinematic?
The players’ comprehension of the game’s objectives was incomplete, with some believing that their goal was to capture the cube while others believed it was solely to rescue the villagers. Additionally, a few individuals reported that the game’s cinematic elements drew their attention towards the graphics and art style, rather than the intended gameplay objectives. - What do you think can be improved in the cinematic?
To enhance clarity and comprehension of the gameplay objectives, it is recommended to extend the duration of the video so that the player is afforded ample time to fully comprehend and execute the required tasks.
Test with commentary
- Can you tell the objectives of the game from the cinematic?
According to feedback received, the player reported that the in-game commentary served to make the gameplay experience more engaging and enjoyable. Furthermore, they indicated a clear understanding of the gameplay objectives, specifically the need to defeat enemies and rescue the villagers. The incorporation of such commentary may have played a key role in facilitating the player’s understanding and engagement with the game’s mechanics. - What do you think can be improved in the cinematic?
The skip option is small and inconspicuous leading users to overlook it and potentially causing frustration. As a solution, it is recommended to increase the size and visibility of the skip option, making it more obvious and effortless to utilize. This can be achieved by using a distinct color, increasing the font size, or positioning the skip option in a more prominent location.
Inventory Test
- Do you understand the inventory system ?
According to player feedback, there is a perceived lack of depth in the current inventory system. Specifically, players have expressed that while they are able to select items, they lack the necessary information and tools to effectively manage their inventory. This includes a desire for more detailed information on the strength and attributes of weapons, as well as the functionality of various items. Additionally, players have raised concerns about the limited inventory space and have questioned what happens if they reach capacity. - What improvements do you recommend?
A need for clearer communication and guidance around inventory management, including strategies for optimizing space and effectively utilizing items.
Usability Test Results

Wireframe Iterations

Result & Report

UI Moodboard

UI Mockups




Color Blindness

Outcomes
- Enhanced user engagement and retention through improved game mechanics and user interface design.
- Increased accessibility of Minecraft Dungeon, making the game more enjoyable and inclusive for a wider range of players.
- Increased understanding of user needs and preferences for future projects.
- New opportunities for cross-platform integration or additional content