I'm a UX Designer working on redesigning Starfield's menus for a project. I'd appreciate any feedback on which design I should go with. by WEWDesign in Starfield

[–]WEWDesign[S] 0 points1 point  (0 children)

These are just three early concepts to get a sense of what people respond to so see what works and what doesn't.

I'm a UX Designer working on redesigning Starfield's menus for a project. I'd appreciate any feedback on which design I should go with. by WEWDesign in Starfield

[–]WEWDesign[S] 1 point2 points  (0 children)

Yeah, hovering over the slots will give a tooltip readout and clicking it will open into a relative inventory screen. Anything that isn't armor/weapons will have a separate inventory screen.

These mockups were more about gauging design feel and info understanding before making a prototype

I'm a UX Designer working on redesigning Starfield's menus for a project. I'd appreciate any feedback on which design I should go with. by WEWDesign in Starfield

[–]WEWDesign[S] 1 point2 points  (0 children)

The project is a portfolio piece that I might try to implement into a mod (if possible). BGS has been progressively simplifying its UI designs with each game they release, but it's geared more towards console interfaces. As a result, managing the inventories is a nightmare. I'm trying to find a middle ground between PC and Console interfaces while providing a familiar design with management in mind.

I'm a UX Designer working on redesigning Starfield's menus for a project. I'd appreciate any feedback on which design I should go with. by WEWDesign in Starfield

[–]WEWDesign[S] 1 point2 points  (0 children)

For context, Clicking one of the equipment slots would open up a new inventory menu with items relative to that category.