Resource Menu Redesign for Horizon Zero Dawn

This case study presents my personal views on what could be improved in the User Experience of the 2017 PS4 exclusive game Horizon Zero Dawn

Case Study Steps

Research

Lack of any significant variation in item icons makes them harder to recognise quickly
Colour hierarchy still doesn’t create any specific difference between items gained from killing a fox versus killing a 20 foot robot dinosaur
A system that takes your thumb away from the analogue stick to the d-pad to navigate a cumbersome scroll means most of the times potions and traps are left unused

Defining goals after research

Proposed Changes

Original
Proposed
Same ammo information is presented in 3 places where one of those windows has no actionable elements
Original
Proposed (Trinkets are human-made)
Proposed (Components are sourced from robots)
Proposed (Resources are sourced from nature)
Original
Proposed (Elements are now colour coded and the established format of having an item type and a satchel associated is now extended to ammo bags too)
Original
Proposed (Offering more context to the loading tip by showing what it affects and giving a target for the call to action)
Original
Proposed
Original
Proposed
Original
Proposed
Proposed
Original
Proposed

Conclusion and future scope

Some elements are diegetic that are clearly a function of the Focus earpiece
Some elements are inconsistently spatial and artistically different, but they are also more frequent which justifies the break from consistency