Streamlined Interface

Streamlined

Split Interface

Split

Minimal Interface

Minimal

Blizzcon Heroes of the Storm Interface

Heroes


Philosophy

Overall Philosophy:

The overall goal of the interfaces that I created was to increase the visibility of the most important information while removing any extraneous and unnecessary visual clutter that was ultimately preventing the viewer/observer from having the most optimal experience possible. After thoroughly studying the existing system and truly looking at the user experience of viewing eSports, I found that the bottom 1/3 of the screen was more or less “wasted space” that, for the most part, is usually covered up by tournaments and streamers. By allowing the bottom 1/3 of the screen to only display information when there’s information to be displayed (information-on-demand), we allow for a much more unobstructed viewing experience. I also felt that by allowing a number of elements to be toggled on and off, the viewer/observer can tailor the viewing experience to best-suit their own needs. Additionally I wanted to help smaller grass-roots tournaments that might not be able to afford external overlay software the ability to display information such as the win-loss count in a best-of series, team logos/player images, player bios and information, or even the logo of their tournament built completely into the interface.

Streamlined Interface:

While I was excited to give the community a variety of different ways of displaying the information and experiencing Starcraft 2 eSports, I also understand that it may not be for everyone. It is because of this that I developed the Streamlined interface, which is the interface which most closely resembles the normal, default interface. The only changes that I made beyond removing the un-necessary interface elements, was to re-skin the existing interface and make text larger and easier to read. This was done primarily due to the way that compression handles the small text when viewing a stream at a lower bitrate, and my attempt at still relaying all of the important information to the viewer.

Split Interface:

Design Process

  • Split Mockup 1
  • Split Mockup 2Split Mockup 3
  • Split Mockup 4
  • Split Mockup 5

  • For the HoTS launch event as well as the “grand reveal” of the power of our new custom interface system, I wanted to try a radically new approach for displaying what is happening in the game to the viewer/observer. With this in mind we decided to break up the interface to have each player essentially “own” a side of the screen. By allowing this split, I feel as though there’s an extremely clear delineation and separation between who is doing what, and also feel as though this is a very interesting way of presenting the information to the viewer.

    Minimal Interface:

    Design Process

    Minimal Mockup 1 Minimal Mockup 2 Minimal Mockup 3


    I created a third direction for the custom observer interface setup, which is the “Super Minimal” version of the interface. A number of changes from the traditional interface are present within this version, and I’d like to explain the decisions that were made with this interface so as to help others understand the direction that I ultimately went.

    As was mentioned earlier, this was the first version of a very new way of experiencing Starcraft, and may be very different from what a person may be used to. After a number of times watching replays and live games with this interface enabled, it felt as though this was the correct direction to head with minimalism in mind. While I may eventually push this direction further by possibly eliminating more elements and further streamlining the experience, I feel as though this is a great first step towards an optimal viewing experience.

    Heroes Of The Storm:

    Design Process

  • Heroes Mockup 1
  • Heroes Mockup 2
  • Heroes Mockup 3
  • Heroes Mockup 4
  • Heroes Mockup 5
  • Heroes Mockup 6
  • Heroes Mockup 7
  • Heroes Mockup 8
  • Heroes Mockup 9
  • Heroes Mockup 10
  • With Heroes Of The Storm, I was given a chance to fully evaluate and see how the experience of observing a MoBA game could be improved upon. Since this was going to be the first time that anyone outside of Blizzard viewed Heroes, I felt as though I could omit a lot more of the information that would normally be present in an observer interface, because it wouldn’t mean anything to anyone who hasn’t been playing the game for months at that point (hotkey labels, buffs and debuffs, ability tooltips, mana bars, etc). My main goal with the Heroes Of The Storm interface was to make the game and the players the rockstars – I wanted to strip out as much of the un-necessary visuals that often-times supersedes the gameplay and give people a chance to really see the action. I also needed to make sure that we displayed all of the important information and distilled down all of the action happening throughout the map, making it as easy to understand as possible. One of the biggest issues for many people new to MoBA style games is needing to have an enormous amount of “tribal knowledge” before you have a basic understanding of what’s going on. I felt that it was extremely important to effectively display as much of this information in an easy to understand manner for both a MoBA Veteran and a person viewing it for the first time.


    Interfaces currently in use by:


    WCS America RedBull LAN OGN Starleague MLG Starcraft 2 Pro Circuit Global Starcraft Team LeagueGlobal Starcraft 2 League Dreamhack Starcraft 2 Copa America

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