UI Design - The Coffee Shop VR
ROLE
UI Designer
DESCRIPTION
I redesigned the in-level diegetic UI in 'The Coffee Shop'. Taking player feedback and UI research as basis for redesigns.
'The Coffee Shop VR' UI Redesign
High Fidelity Prototypes

High Fidelity Wireframes with added context







Challenge
The challenge I am taking on is the designing of the spatial and diegetic UI of 'The Coffee Shop VR" to better convey information and to better teach the player about the game and it's mechanics. My intentions are to increase and better the user experience, helping aid the player in understanding the game easier.
User Personas
Inexperienced VR Gamer
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Least accustomed to VR, so they may take time to specifically learn the controls and gain a better understanding of them before playing seriously.
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They may be more likely to look for instructions or a tutorial to help them understand the controls and the mechanics.
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They will pay extra attention to the 3D world around them, looking for clues and indications for what they should do next.
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This type of player is looking for a fun, enjoyable experience where they can expect to learn the game efficiently and quickly leading to the completion of the game.
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This type of gamer may not have played many VR games and thus, may not have knowledge on VR UI to comprehend their surroundings and determine what is interactable.
Casual VR Gamer
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Likely accustomed to VR and it's controls.
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This type of player is looking for a fun experience, completing the objectives given to them.
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Casual VR gamers are going to look at the tutorials that the game provides to get some help to fully realise the potential that the game's mechanics hold.
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This type of gamer will use knowledge from other VR games to at least have an understanding on what the game allows for interactivity shown through the UI
'Simulation' Genre VR Gamer
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Fully accustomed to VR and it's control scheme.
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This type of gamer will experiment heavily using the mechanics given to them and try out the physics and tools that the player can use.
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This type of player may have played games like, 'Job Simulator' (2016) and 'Cooking Simulator VR' (2020), so they may not pay too much attention to the tutorials and help the game provides.
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This type of gamer may transfer their knowledge from other VR 'simulation' genre games into this game and expect the same quality of UI which indicates clearly through the UI.
Post-It Investigations
From the user personas, I can create new post-it investigations to help aid me in redesigning a new UI flow which would allow the game to better convey information and advice for the player whilst also being efficient in showing what parts of the game is interactable by the player.
Scamps
After creating a new, improved and more efficient UI flow, I started to create UI scamps to allow me to generate and iterate new ideas for how the UI can be laid out visually for the player.
I decided to go for a simplistic, visually appealing UI as the game is in VR, reducing the amount of detail and text that could be implemented due to hardware limitations and health reasons such as VR sickness and nausea.
Low Fidelity Wireframes
After creating the scamps, I was able to create low fidelity wireframes from the scamps to further iterate on designs and begin to work towards the final design.


This is the layout I chose to use throughout the monitor's diegetic UI flow because research showed me that this layout is simple enough for the player to see, read, understand and navigate through quickly and efficiently.









High Fidelity Wireframes




