Restructuring Core Navigation

Reducing cognitive load by transitioning from nested menus to a scalable hub framework.

Workshopping

Prototyping

User Tests

Overview

Project

Navigation restructuring for a pre-release mobile product.

The Context

Following a strategic pivot, the legacy "Phone" navigation became a critical bottleneck. It prioritized immersion over usability, failing to support the game's new core loop.

The Challenge

  • High Interaction Cost: Critical features were buried deep within nested menus, disrupting the user journey.
  • Choice Paralysis: The interface lacked hierarchy, presenting every option simultaneously and overwhelming the user.
  • Launch Risk: The rigid, unverified structure could not scale to meet the upcoming Soft Launch deadline.

My Role

01: Identify

Conducted heuristic analysis to identify navigation bottlenecks prior to development.

02: Map & Align

Created the Hub-and-Spoke framework to align user flows with business goals.

03: Iterate & Finalize

Used prototype findings to validate the pivot, removing the phone layer entirely to prioritize clarity.

04: Support Build

Oversaw the greybox implementation, establishing the rules for the final Hub grid.

Impact Snapshot

Before diving into the process, here is what this redesign achieved for the Soft Launch:

  • Reduced "Cognitive Drift": Moved from a confusing "Phone" interface to a streamlined Hub, achieving 100% navigation success rates in recent user tests.
  • Scalable Architecture: The new framework successfully absorbed 4+ major feature updates during Soft Launch with zero UI refactoring required.
  • De-Risked Launch: Removed a critical usability bottleneck prior to release, allowing the team to focus on gameplay mechanics rather than fixing navigation bugs.

Process Overview

Diagnostic Audit & Legacy IA

Mapping the legacy architecture revealed a fragile system unable to support the game's expanding scope:

Diagram 1.0 - HUD Navigation Model

Analysis

High Interaction Cost & Dead Ends

The audit revealed that core gameplay loops were buried behind 4+ taps. Inconsistent "Back" button behavior frequently trapped users in deep sub-menus, creating logic dea

Unfamiliar Paradigm = Cognitive Friction

Forcing players to open a nested "phone" menu for every interaction created a jarring modal interrupt. This deviated from standard mobile game patterns, introducing unnecessary friction and risk for a pre-launch title.

Contextual Mismatch (The "Junk Drawer" Effect)


The "Phone" The "Phone" metaphor suffered from functional overload. Disparate tasks, like starting a physical race or changing system settings were forced into the same narrow context. This "orphaned" key features, as users did not expect to find global settings inside a diegetic character item.

Conflicting Paradigms + Scalability Risks = Critical Need for Redesign

After ideating and feedback, I had narrowed down to two primary directions to present to the product manager and team:

Option 1: The "Open World" RPG Model

Primary navigation points live directly on the HUD. However, technical constraints prevented 'Deep Linking' or lateral tabs between screens. This created a 'Pogo-Stick' effect: users were forced to return to the HUD for every task switch, doubling the interaction cost.

Diagram 1.1 - HUD Navigation Model

  • High Immersion: Keeps the player grounded in the 3D world; matches industry standards for Exploration RPGs (e.g., Genshin Impact).
  • High Interaction Cost: As shown in the diagram,, the lack of lateral navigation created inefficient "Silos", breaking the gameplay flow.
  • Production Risk: The studio lacked an existing pipeline for diegetic UI, presenting significant timeline risk.
  • Monetization Friction: Overlay menus offered poor visibility for Live Ops. "Hiding" the store behind a transparent layer reduced impression opportunities compared to a dedicated Hub.

Option 2: Hub & Spoke (Chosen Design)

Adopts an industry-standard Hub model to minimize onboarding friction.

Diagram 1.2 - HUD Navigation Model

  • Validated Pattern: Leverages navigation standards already proven in our portfolio titles.
  • Low Risk: Removes the technical complexity of diegetic UI.
  • Production Speed: Feasible to implement within the tight Soft Launch window.
  • Immersion Break: Removes the player from the 3D world context (a necessary trade-off).

The Verdict

We selected this direction to prioritize clarity over immersion. Testing confirmed this decision, achieving a 100% navigation success rate in subsequent user tests compared to the confusion of the legacy model.

The System

A Tiered Hub & Spoke Framework. To solve the 'Pogo-Stick' navigation issue, I developed a three-tier architecture that balances player immersion with critical business drivers.

  • Tier 1 - Primary Revenue Drivers: Game Modes and Monetization are surfaced at the top level. This ensures the Core Loop and store entry points are always one click away, directly impacting LTV and engagement.
  • Tier 2 - Management & Preparation: Centralized loops (Wardrobe, Stables) are grouped to separate "admin" tasks from active gameplay. This reduces cognitive load by keeping the player's focus on the mission at hand.
  • Tier 3 - Contextual System Rules: I established "Global vs. Contextual" access logic (see legend). This ensures critical system menus like Settings are available without cluttering the HUD during high-action moments.

The following maps illustrate the structural hierarchy (left) and the resulting Top Bar UI logic (right).

Diagram 1.3 - Architecture Map

Diagram 1.4 - Top Bar

Communication Architecture

In a feature-rich live service game, 'Alert Fatigue' is a major risk. If everything screams for attention, the player sees nothing.
To manage cognitive load, I designed a dual layer notification system based on urgency and permanence:


The Active Layer (Toasts)

Transient, high-motion alerts reserved for immediate gratification (Level Ups, Mission Completes). These operate on a strict priority queue. completion events always override incremental progress.


Diagram 1.5 - Active Layer Toasts

The Passive Layer (Badging)

Persistent, static anchors for deferred actions. We utilized a 'Progressive Disclosure' model: simple dots at the top level to reduce noise, revealing specific counts (numbers) only as the player navigates deeper into the menu structure.

Diagram 1.5 - Badging & Status

Impact & Evolution

Final Implementation

Impact Snapshot

  • Eliminated Navigation "Dead Ends": Resolved pogo-sticking friction identified in legacy audits, achieving high task completion across core gameplay loops.
  • Zero-Refactor Scalability: The Hub & Spoke framework successfully integrated 4+ major feature updates during Soft Launch with no required UI structural changes.
  • De-Risked Soft Launch: Identified and removed navigation bottlenecks prior to development, allowing engineering to focus on gameplay polish rather than fixing broken menu logic.

Evolution

Post-launch player feedback highlighted a mental model conflict within the "Play" menu. Currently, Structured Gameplay (Races) and Unstructured Exploration (Free Roam) are grouped together, which contradicts our onboarding.

  • Elevate "Free Roam": Extract Free Roam from the nested menu and make it a top-level Hub action. This reduces friction for the most frequent user behavior.

  • Refocus "Play": Dedicating this button exclusively to structured instances like Time Trials makes the player's choice more intentional.
  • Align with Onboarding: Removing "Scouting" from the menu reinforces the in-world discovery loop taught during the tutorial.

Diagram 1.6 - Future Iteration

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