Bringing PlayStation TV Superstars to Life Through Motion, UI, and Gesture Design
playstation-tv-superstars

Project deadline
7 months
Role
User Research/ User Experience/
Tools
Paper, Pencil and Adobe Flash
Intro
The new PlayStation Move® had been recently designed in response to the Nintendo Wii controller. Using it was easy enough, however, since “Move” used cameras to identify the controller, some gestures were not picked up by the device smoothly on certain harsh light conditions. Some information architecture was also required on some key screens of the game.
Challenge
The new PlayStation Move® had been recently designed in response to the Nintendo Wii controller. Using it was easy enough, however, since “Move” used cameras to identify the controller, some gestures were not picked up by the device smoothly on certain harsh light conditions. Some information architecture was also required on some key screens of the game.
Solution
I gather specific knowledge about PlayStation Move® current usability in other games so I could translate into a better experience to users with little to no experience in gaming.
Click in the image to zooom
At the time the PlayStation camera needed to detect the controller light (located on its tip). Sunlight offered a slight issue to us, since some sutil gestures were left undetected when strong sunlight hit the camera or the controller’s ballhead.
Gestures
After testing gamers using the device, we redesigned the guiding gestures to better pickup the moves in each gameplay. The gestures were present in all levels of the game and they work as soft instructions during each time users play.
Making the UI clearer
The overall UI information architecture was also a challenge we needed to solve. We reviewed key screen in the game and redesigned how visual aids should appear and without distracting gamers.














