Brief

In my role as a Lead UI/UX Designer, I've been through multiple project phases – from initial research and user flow design to low-fi and hi-fi prototypes, culminating in the final UI.

I'm also collaborating with diverse designer teams across the US, India, Italy, and Canada. Together, we're shaping and implementing various platform sections like plot builders, avatar creators, and the main UI. Additionally, I've crafted pipelines, optimized workflows, conducted user tests, and iterated designs based on feedback.


It's worth noting that all these designs have been tokenized within Figma, with consistent UI kits carefully developed for each platform segment.
My Roles
- Lead UI/ UX designer
- Pipeline and Road map designer
- UX researcher and product designer
- UI artist
- Implemented UGUI grey box 
IDENTIFIED PROBLEM
Here are the most challenging aspects of this project for me:
1. Competitor Analysis
Our team conducted in-depth research on the following platforms:

Spatial
- ROBLOX
- Zepeto
- Meta Horizon
- Decentraland
- Sandbox
- Fortnite
- The Sims
- EVE Online
- Star Citizen


 The purpose was to become acquainted with the feature flow and the UI design that has been tested among users, and to identify the challenges and opportunities presented by each mature product.
2. The Road Map design
I have designed the UI/UX roadmap, which involves outlining a strategic plan for a project, including the following information:

- Define Goals
- Identify Phases
- Set Timeline
- Key Milestones
- Priority Levels
- Regular Updates and sprints
3. User flow design
We have mapped out the main paths users will take to achieve their goals. This involves creating a series of steps or screens that users will go through, considering various scenarios and decision points.
4. Wireframe Design
In the next step, we outlined the key elements that need to be present, including navigation menus, buttons, images, and content sections. We established the overall structure and arrangement of these elements on each screen.
Primarily, we used Miro for all the rough sketches and low-fidelity wireframes, and then we transferred everything to Figma.

You may also like

Back to Top