Overwatch needs better UI/UX designers

First the menu in game is incredibly long. Now they are just throwing everything on the left side giving zero thought to heirarchy. If you added a tab item that displayed events then you can have a sub menu that held those items. Currently it is just over whelming with no sense of what to click.

Second, the completed report screen. Why is this left-aligned. This should be centered-aligned text. And why is the successful report all caps with a massive text size? These two screens should feel the same visually.

Lastly, we need different controlls for the waypoint UI. It’s in the way most of the time for cart maps. But on this new stupid mode, flashpoint, you have no idea where the point is if you ahve the waypoint UI opacity to zero.

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Remember when replays were super easy to get to and you didn’t have to click through a ton of windows to get to it?

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The one that stuns me the most is the little highlight intro that plays for no reason before showing the hero progression menu. I can’t tell you how many times I kept accidentally kept going back and forth between that screen, the hero progression menu, and the battlepass exp menu because for some reason spamming the escape key exits some of the menus but on others takes you back to the previous menu

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So many games seem to fail streamlining so hard these days and just end up bloated.

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It still blows my mind why even bother changing something that worked well and making it worse.

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Theres so many minor changes that could be done to the UX to make navigating easier.

the escape key shouldnt be the same as the back key, for example.
Escape should (IMO) only be used to bring up the menu.
Make backspace back or something. Or if most people prefer escape as the back key, have something else be your go to “hey this will bring up the menu” key.

Options should be on the main screen menu.

Those are just two of my biggest gripes.

edit just to clarify because i suck at words:
Not suggesting removing the back key. Just potentially remapping it.

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I have to strongly disagree with this one. While it is common for escape to open a menu during gameplay, it is also used as a back/cancel/dismiss option in nearly every game or piece of software I’ve ever used. I think not making it a back button would actually be extremely confusing and unintuitive.

Not saying the menu UI is perfect by any means, and maybe a separate dedicated key would be useful, but I don’t think this particular suggestion is a good idea.

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Yeah, i figured i might be in the minority with “escape not back” mindset, which is why i added the or clause a bit later

its just that there were so many moments like. after a match, where id press escape to get out of the hero progress screen and id just go back to the highlight. Or id be deep in some other menu and have to mash escape just to get to the options menu.

Edit: grammerz and adding exampull

Edit 2: Hell. Even just a “back to home screen” would be nice

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It is embarrassing, if it were submitted as a community college game design project, it would rightfully fail.

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It is the worst UI I have ever seen. Usually I get used to horrible menus within a few hours. I still have no idea where to click to get to the page I want in Overwatch and I have been playing since the beginning.

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I wrote this shortly after the game was released:

The absolute disorganized swamp of a mess that is the User Experience/Interface in Overwatch 2 is shameful, and directly leads to the perception of this game as a mismanaged bad expansion that wouldn’t even be good as DLC.

Let’s go over a few of the most glaring issues:

Colors:

It is astounding that you are going into a SECOND game where you place non-outlined white text over white backgrounds such as clouds and buildings, obscuring the text for even the most slightly vision challenged. Look at Ilios map announcement As an example, white text informing of the map superimposed over white clouds.

Placing a simple uniform backdrop over all floating text is standard practice when there is even the most remote chance of colors bleeding into the background.

Menus

The existence of 2 different “main menus”, where options, social, etc cannot be accessed from the same menu as hero selection is atrocious. The OW1 method of universal main menu with context specific popup window while in game was much more intuitive.

This is made even worse in that Social, Challenges and Career Profile are selections on both menus, and the likelihood of players viewing patch notes or credits in-game are exponentially lower than accessing Options, making essentially an entire screen for 1 choice.

Adding Options to the Main Screen and a simple “About” screen which has Program info, crefits and patch notes for those who wish to access them is far less “community college video game designer course” level than 2 of the most used commands being on a separate screen which includes 3 duplicates and 2 rarely accessed options.

The fact that game history and replays are tucked into “career profile” is not intuitive at all. Career Profile implies being about the data from long term play. If you named it “My hero” or something it would make more sense.

Even worse is that Player Icons, Name Cards, and Titles are accessed through “career profile” is insane. You are trying to sell these things, you want them to be FRONT AND CENTER as options to choose, not tucked away in stats. Who the heck is gonna buy something they need a guide to equip?

The Battle Pass interface…ugh

Yet another “challenges” menu option which is mostly irrelevant to the Battle Pass and already has main menu access.

Starting with Console navigation. The fact that in order to select the left menu, you have to press “up” on the D Pad, which is inconsistent with the R2/L2 navigation of all other, similar menus, AND you can’t engage it with the “down” button on thw D-pad…which does literally nothing unless you first engage the menu by hitting the “up” button is about as bizarre as it can possibly get.

Challenges:

Good god this one of the worst. Challenge completion cards have the challenge name only, and no indication of any kind what was done to achieve the challenge. Now, after finishing a challenge, I need to go open the challenge screen and navigate to wherever the description might be.

Speaking of which, the inability to sort challenges by “completed on top” is lazy and junior programming league level.

Please fire your accessibility people, as well as those responsible for firing them who did not do so Having fixed sized text in a skinny font for challenge information is an affront to any user again, not sitting 6 inches in front of their monitor with even the most minute vision difficulty. It is very difficult to read challenge descriptions under non optimal conditions and no options to change the layout to make it more accessible.

Play Interface

I will not address in-game controls because they are done quite well (Except that the lack of button combos in controller settings is 1990’s level UX)

However, the fact that “while you wait” options don’t appear after a match makes it, as Reaper would say…“looks like amateur hour”.

Any queue with an automatic requeue literally only has 4 boxes that are disabled while queued having zero value to the player at all…in order to re enter the practice range after a match you have to back out, pick “training” then “practice range”, when the “while you wait” options should always be up “while you wait”.

The controller control scheme for menu navigation is horrid…the same button to change roles also confirms your role and also 3xits role queue entirely…seriously…seriously, this is shareware level stuff.

And the absolute worst is the lack of a an option to confirm getting sucked into a game while doing something like looking at skins, purchases,etc is crazy.

Sadly, this is a PARTIAL list, this needs to be a part of game design course curriculum as a “what not to do when designing a UX”, and I won’t even start on the unbelievable lost revenue opportunities from the bizarre UX decisions.

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remember when orange leaderboard tab existed? remember when leaderboard stats where viewable? players can’t see precise sr. can’t see leaderboard stats. can’t queue with more than one friend, unless in lower ranks. can’t get quick matches unless low rank. zero incentive to climb, even if hamster wheel was deactivated. the higher you climb, the more you’re artificially penalized.

Bold of you to assume they have UX/UI designers. I was on a $20 million project three years ago that laid off all designers because “why pay for designers when the business analysts could just do it”

LOL, it is pretty bad. I never changed my player icon or name card in almost a year.

The shop is dubious as well, the tabs for new categories are really puny.

And then just browsing cosmetics on the hero gallery is a PITA also.

But maybe this was all done on purpose. You know that when they first started giving out OW credits in the battlepass, that the text was yellow like premium currency and not greyed out like it is today. The only difference between the credits and the coins were that one is an = sign was outlined by a slightly different shape. See this reddit thread for some of the drama: https://www.reddit.com/r/Overwatch/comments/118fajn/the_legacy_credits_in_the_battle_pass_are_now/

And yes, I fell for that dark pattern as an impulse buy as soon as I opened the battle pass.

Why pay for an MBA when a sack of potatoes is more useful?

I was just mentioning and thinking about the UX design and laughing about how horrible the advertising for their Anniversary Event is.
but it made me think further.

The menu text and placement is honestly horrible. It’s as though the art team is suppose to animate/design something for the menu without any idea of how text will look over it. Then Plain, bolded solid white text fits over it. Sometimes, a character’s body like their hand will go behind the pure white text which makes it even more obscured. I don’t even want to get into how the actual font style is both ugly and hard to read.

Now the same issue is held for the title mentioning the anniversary event but it’s stuck as ONLY text, same font size and style, with an ugly orange color that also bleeds into the background. It’s sad.

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The UI in general needs a complete rework, it’s ludricrous to have to click through 4 screens at the end of a game every time and sometimes it even brings you back at the first screen.

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Omg yes, OW2 convoluted menus are cumbersome to navigate. While OW1 menus were intuitive & easy to use.

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Another UI gripe I got is with the hero gallery. I was trying to decide what weapon charm to equip on Illari and it’s just this giant wall of text

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Genuinely it’s such a massive downgrade from ow1 its insane

Making everything a sharp square took like all personality out of ow1’s design, which I still prefer to this

The portraits and hero screens are lifeless
The scoreboard while functionally better looks kinda bland

The menus just got more confusing
The shop is clunky
The hero gallery is awful

even the UI for supports is worse to a dangerous degree, in ow1 I could see who I was healing at a glance, and I could see their full hp pool, now in ow2 I have to squint at this tiny circle that has literally no real representation of anything

Literally everything about the UI is worse, like ow1 is better in moreorless every single way, and it isnt nostalgia or anything, if you go back and look, it’s just more visually interesting and appealing

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It’s been pointed out to me in many specific ways that the UI is a downgrade from that of OW1, I can see now that it was changed and not for the better, but it’s hardly as bad as anyone makes it out to be in this post. A step backwards isn’t the fumble off a ledge that it seems to be made out to be.

Have y’all not played MW2 2022?

Have y’all not tried navigating through that Hulu-filing-cabinet-nesting-doll buffering crunch fest?