Nintendo Switch UI/UX Research
Role: UI/UX Researcher
Teammates: Olivia Moriarty, Presley Hoyl
An in-depth UI/UX research on the Nintendo Switch with the addition of a potential game pitch, utilizing all parts of the Switch joystick
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Includes: UI/UX Research Analysis and Game Plan
Intent
An in-depth study of the physical interface components of the Nintendo Switch.
The study includes the input/output elements, pros/cons of the device design, and a game pitch that utilizes all the physical interfaces of the device.
Input Elements
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Buttons
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A, B, X, Y
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4 Arrows
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SL, SR, ZL, ZR
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Plus and Minus
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Home
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Screenshot
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Right and Left Joystick
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There are two controllers to each system
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Can be used together for single player games or separately for multiplayer games
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Each controllers has their own SL, SR buttons
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There are straps that help players press the inner SL, SR buttons if used separately
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There are little white tabs on the straps to release them from the joycons
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Screen
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Joycons can be attached or detached from the screens
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Is a touchscreen, but can also be connected to a monitor or TV
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Output Elements
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Visual
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Game screen
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Lights on the side of each joycon indicate what player number you are
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Tactile
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Joystick moves around freely
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Sensation of pressing a button in
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Joycon vibrations
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Joycon strap add-on clicks into place to ensure that it’s secured
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Audio
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Sounds from in-game
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Joycon sounds/vibrations
Pros
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Detachable for on-the-go play
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Easy to store and bring along for travel
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Long-lasting battery life
Pain Points
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Buttons may be a little small to press for bigger hands
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Detaching controllers can be difficult with longer nails
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Controllers can slip in hands easily
Cons
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Screenshot button does not substitute button when the joycons are used separately
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Additional joycons are extremely expensive, so games can be limited to two players max.
Gameplan
Main Takeaway
"The physical interface is the connection between the player (in the physical world) and the digital experience." When studying the physical experience of most consoles, there were a number of key points I noticed:
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Many buttons are often unused when creating gameplay
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Some buttons are harder to reach, making them less favorable when designing controls​
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ex. Not a lot of games requires all the keys on a keyboard
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Trying to optimize all the buttons is extremely difficult
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A set of buttons have become universally known as certain controls, and many stick to that particular set ​
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ex. WASD for movement on a keyboard
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Requires a lot of consideration for the number of controls and how these controls can be used successfully by the user​
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A good design will take every opportunity to maximize the interface
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Using every resource provided is always a good way to be creative and successful​
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Removes the possibility of wasting any potential or opportunities
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Post-Mortem
If I were to do something similar, I would...
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Compare two consoles and how the input differs for the same game
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Research how games design their gameplay around the given interface
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How much consideration the interface goes into the gameplay​
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Analyze which buttons are used most frequently and how that became to be​
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Learn how to teach users the interface in an intuitive way