Kelly Lin

Tiny Terra
Overview
Tiny Terra is a casual, single-player farming and puzzle game made for PC. The game requires an intuitive, engaging, and aesthetically pleasing interface to enhance the overall player experience. The user experience includes meta gameplay, visual hierarchy, conceptual goals, as well as UI design for the HUD, quests, interactables in the environment, shop, fishing, collection, postcard, inventory, menu, and more.
Studio: Mystic Minds Game Studio
Platform: PC (Keyboard/Controller Support)
Responsibilities: User Research, UX design, UI design, UI Art, UX audio, VFX, UI development
Engine and tools: Adobe Suite, Figma, Unity, Jira, Miro, Google Suite
UX Design Process
Define Goal
Create an intuitive, engaging, and aesthetically pleasing interface that enhances the overall player experience.
Competitive Analysis
In most farming game UI designs, it is common practice to distribute primary functional modules across different pages. Additionally, these games often utilize cartoon-style icons to align with the game's casual and adorable theme. These are aspects that can be incorporated into this game. However, I noticed that some competitors' UI designs lack distinctive features that deeply integrate with the game's theme. Many of these designs simply present functions without unique characteristics, failing to highlight the game's unique charm and emotional design.
Focus Group
I conducted a focus group with casual gamers to gain insights into their needs and preferences by asking specific questions.
Some of the questions I asked include:
- What are your thoughts on other farming games?
- Do you encounter any issues or challenges when using them?
- What are your expectations for the User Experience (UX) in this game?
Insights
After conducting the focus group and analyzing online blogs to gain insights into player experiences, I discovered several challenges and desires in farming game UX design.
For example:
- Cluttered or confusing UI design can make it difficult for players to navigate menus or access essential features efficiently. Players want a simple and clear UI design that allows them to easily navigate menus, manage inventory, and efficiently access essential features. 40% of players mentioned that they would like a tutorial at the beginning to guide them on how to access these buttons.
- Repetitive UX effects lack variety, making players feel bored and frustrated. Players hope to have an engaging UX to keep their interest.
- Some farming games have overly crowded screens with too many elements competing for attention, making it difficult for players to focus on completing tasks. Players hope for screen layouts with fewer buttons competing for their attention.
Create User Personas
Persona 1: Casual Gamer
Age: 26
Occupation: Marketing Specialist
Background:
The player works full-time in a company and enjoys playing casual games to relax in her spare time. She is familiar with mobile and PC casual games and particularly enjoys farming and puzzle games.
Needs and Goals:
Seeks a game with a clear and intuitive UI that doesn't require much time to learn.
She enjoys games with engaging and varied UX to keep her interested over longer play sessions.
Prefers games that offer a sense of progression and reward without feeling repetitive.
Pain Points:
Finds overly cluttered screens frustrating, as they make it difficult to focus on tasks.
Dislikes when games have confusing or poorly explained features, leading to a steep learning curve.
Frustrated by repetitive gameplay mechanics that don't offer enough variety or challenge.
Key Quotes:
"I want to be able to relax and enjoy the game without having to struggle with the interface."
"I love it when games have engaging graphics that match the theme."
User Flow

Low and Mid Fidelity Interface Wireframes:
Shop Interface Example


Key Aspects Prioritizing
1. Hotbar
Because players frequently interact with the environment, the hotbar is designed to be intuitive and not hidden in a backpack button. This improves gameplay flow and efficiency by reducing the time spent searching for tools in menus. And the design prioritizes simplicity, avoiding any additional decorations to prevent obstructing visibility or adding visual clutter.
2. Player Wallet
Economy management is one of the core gameplay elements. Displaying the player's wallet in the HUD helps players monitor their financial status in real-time, making it easier to make purchasing or investment decisions.
3. Collection and Postcard Button
In the demo version, players cannot access the collection and postcard features from the environment. To ensure players immediately realize they've received rewards after certain actions, these buttons are included in the HUD for easy awareness and access.

Meta Gameplay UX Design
Collection Interface
To set it apart from the typical collection interfaces found in other games, I designed the collection interface to mimic a product catalog book. This is because the player character starts their own business and wrote this book. Every time players find or invent new items, they unlock entries in this catalog. This provides players with a unique experience, but also encourages emotional investment and long-term engagement.

Collection Interface
Reward on Quest Board Interface
By presenting quest rewards with quantities marked as "?", it successfully aroused players' curiosity, enhancing their motivation to participate and increasing their anticipation for rewards.

Reward on Quest Board Interface
Emotional Design
Character Emotional Expression
I created several interfaces that showcase the player character's emotions. For example, when collecting rewards, the UI will display the player character's satisfied expression on the side. When coming across locked areas and the player doesn't have the item, the reminding UI will show an upset expression. Additionally, in the case of failing to fish the trash, the fail UI will display an expression like "Wait, what just happened?" These facial expressions allow players to grasp the character's emotional state in different situations, making the game more immersive and emotionally engaging.


Player Character Emotional Expression
Postcard Viewing Interface
The postcard viewing interface depicts the player character as a small figure sitting at a table, enjoying a cup of hot chocolate while looking at postcards. There is a large pencil nearby, adding a playful touch. This design creates a cozy atmosphere, helping players to emotionally connect with the character and the environment.

Postcard Viewing Interface
Fishing QTE
I designed sprites for the player character to follow the corresponding directions on the QTE arrows during fishing. This allows players to emotionally connect and resonate with their characters as they witness them diligently fishing.

Fishing QTE
Conceptual View Design
In the conceptual view of the game's UX, certain features are strategically placed close together to facilitate easy navigation for players. In the shop panel, the shop and currency management functions are both accessible from the same interface.
