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Crazy 8s Ideation

1. The Challenge

At the early stages of the project, our core interaction dilemma was: how to seamlessly connect 'minimalist map exploration' with 'deep social/collection features' in a limited space, without breaking the player's immersion?

2. The Crazy 8s Process

To avoid falling into a fixed mindset of a single layout, we broke down the core flow and rapidly generated 8 different interaction prototypes through the Crazy 8s methodology. Then we discussed and decided the final rough layout.

Crazy 8 Sketch 1
Idea 1 — Selected
Crazy 8 Sketch 2
Idea 2 — Discarded
Crazy 8 Sketch 3
Idea 3
Crazy 8 Sketch 4
Idea 4
Crazy 8 Sketch 5
Idea 5
Crazy 8 Sketch 6
Idea 6
Crazy 8 Sketch 7
Idea 7
Crazy 8 Sketch 8
Idea 8

Section 3: Deep Dive

Select an interaction component below to see the rationale behind our design decisions. The corresponding sketches above will highlight our discarded and selected ideas.

Floating Popovers (Discarded)

Popovers on mobile caused touch-target errors and visual occlusion, heavily blocking the map area and disrupting the exploration flow.

Bottom Drawers (Selected)

The Bottom Drawer approach provides excellent thumb-reachability and maintains screen clarity without interrupting the core map view.