Borderlands 3* Storage Menu
Iterating Sort & Filter Functionality
Untested Version 6: Combining best aspects of Version 1 and 4
*I am unaffiliated with Gearbox Software. This is only a passion project that keeps in mind the design team's intentions and constraints experienced during development (time, financial, research, technical, business, prioritization). I do not claim any credit for original work from Borderlands 3.

*Current features and interactions might differ in the time since this case study was written.
Project Background
The storage menu holds hundreds of cool items, giving lots of freedom for players to save interesting weapons...though many wished there were more ways to sort and choose specific ones.

So: Focusing on structure and functionality, what can I do to help players more easily find specific items, and be the best Vault Hunter? 
Spoiler Alert
In a process that included user interviews, surveys, and parsing online forums, I wireframed and prototyped five solutions to give players more ways to sort, filter, and streamline the item search process.

The best-in-class was Version 4, which had the smoothest transitions, navigation flow, and understandability, while balancing just enough screen space for the best readability.
View All Wireframes
Constraints
No project ever goes without bumps (or total derailment), so the ones that popped up were: health limits to in-person testing, recruits shortage leading to shaky findings and scrapped artifacts; focus on functionality by staying close as possible to the current design.
Discovery & Evaluation
A Study in Storage
After a few play-throughs, I hopped onto Reddit and Gearbox's forums, then fell into a rabbit hole that brought me to players talking about the storage menu. For example: 
"Finding what I want with a full bank is a chore."
Having to scroll through masses of rows of guns just to look at shields/artifacts is a pain.”
Storage Study
In going back and examining the process of searching for a unique weapon, I noted: 
  • Harder to tell where each item type starts and ends (i.e. where is the last pistol and where do shotguns start), especially when searching for very specific qualities
  • Scrolling time can be reduced with "Jump Page [RT and LT]" functions
  • Observations made with possible constraints in mind (technical, time, prioritization)
(Constrained) Research
Interviews & Surveys
I had a bunch of grand plans for the research phase, like in-person studies and testing for console players.

But what really happened was...maybe 98% of my plans didn't happen (health and technical reasons), which also meant the recruitment didn't really work out for finding Borderlands 3 console players, or doing any in-person things like play-testing.

Great.

So the alternatives were: 
View Findings Chart
Forming Assumptions
With the watered-down quality of research findings listed in the chart above, I made more assumptions than I felt comfortable with at first, so it was key to make sure these were carefully observed during the testing phases:
  • Assumption 1: Changing item score to item level will be less confusing for players
  • Assumption 2: People will search for items by name if they don't remember exact specs
  • Assumption 3: Tabbed grouping by category is the best method
Sketches
Looming Questions
On starting solutions, I began to ask more questions than having solid answers, centering around control mapping, alphanumerical ordering, screen space, sizing, dynamic information displays...
  • How will ordering work (alphabetical by elemental, type...)?
  • How much can I work around existing gamepad controls?
  • Will I have to make compromises about sorting and filtering options, since it might take lots of space and text?
...these questions and some confusion are clearly seen in these sketches:
Test Task Set-Up
The Task: Find A Gun
Thinking on those questions, before making wireframes and prototypes, I set up a task scenario where a player is searching for a certain gun that has specific qualities.

So let's say the player is capped at the current highest level and has a multitude of collected weapons. They are going to fast-travel to an area that they know has fire-prone enemies, and the player knows just the gun they need for that area...
  • All prototypes are best viewed in "Scale Down to Fit."
  • Desktop and Xbox One controller compatible
Wireframes Version 1-2
Version 1
Similar to the early sketches, Version 1 keeps the sort and filter more minimal, first by categorizing main item types into tabs, then  letting the player view items by certain traits (manufacturer, elemental, etc.): 
Version 2
This added another "layer" of sorting options with an additional default bar beneath the tabs, automatically grouping the category by type.

With a sub-category, this narrows the search process by another step: 
Testing Versions 1-2
Version 1: DesktopVersion 1: Xbox One
Version 2: DesktopVersion 2: Xbox One
Performances
Overall, Version 1 had the best performance for its clearer layout and less confusing visual feedback compared to Version 2.

Every participant didn't find the Search Bar useful
, even for PC players.

For Borderlands 3 players, the Level Display was an unwelcome change, since at maxed-out levels, players focused on item score first.
View Findings Chart
Version 3
Controls: To Remap Or Not To Remap?
I was hesitant to change controls, because I had initially set a goal of staying as close to the current design as possible.

But with the solutions I was trying, the right stick (RS) was the only "free" option, limiting players' freer movement to sort and group, which was the primary issue in Version 2.

So, I chose to modify controls, deciding that it was necessary for a smoother flow.

Because I was also worried about how much "stuff" was being shown, I tried a new method of minimizing the options into horizontal accordion menus. Each menu used left and right triggers for toggling through each option, with the Y button handling enter and exit states for the sorting interactions.
View V3 Larger Size
Version 3: DesktopVersion 3: Xbox One
Version 3 Test Aftermath
This version returned new problems, with confusion over sort vs. filter, and navigating the fold-out menus, especially with the Y button option to exit the menus.
Version 4
More Control Remapping
Though participants wanted to see all sorts and filters at once, I was still worried about the spacing and text amount.

Again I compromised, reverting the Y button to its original function - cycling through the sorting options.
Version 4 was similar to Version 2, but with clearer distinction between the sort by type default and additional sort options, paired with a control prompt to avoid conflicting feedback.

Since the control remapping began to spread thin, I made the decision to specify which buttons move the other elements on the screen.
Version 4: DesktopVersion 4: Xbox One
Version 4 Results
Version 4 tested similarly to 3, where again the distinction between "sort" and "filter" was a point of some confusion, though it had better navigation and readability, thanks to the control prompts.
Version 5: A New Spin
Last Chance
Though I was starting to feel I had tried enough, I made one more push by examining the other game menus.

Because the main issue was balancing amount of information, I wondered if borrowing from the Skill Tree menu could help:
On completing the wireframes and eyeballing them, I was instantly worried about...well, the whole thing.
Though this format freed up a way for players to sort their items by rarity, score, and level in a separate space (inside the item grid), the main concerns were spacing, sizing, and directing players' eyes, where many things crowded the screen.
Version 5: DesktopVersion 5: Xbox One
Version 5 Results
And the award goes to...

Version 5 for the worst performance:

Showing everything is not necessarily a good thing, even when people say that's what they want.

As seen below, this only created more confusion over a cluttered screen, multiple elements, and a confusing layout:
Recovery & Revisions: Version 6
Hastily Made Version 6
Let's say my deadline is up (I was actually three weeks past the "Let's make this a 4-week-long project!") and I need to wrap up...

I reread the test feedback and decided that Version 1 and 4 did the best, and with them in mind I put together a new (but untested) Version 6:
Though theoretically "better," I wondered at another issue: toggling the top tabs with LT and RT then takes away the "Flip Pages," functions, which helped reduced scroll time and amount.

I think that many explorations are possible, including reinventing the whole thing, but for the purposes of this project's scope, this was it for now.
Conclusions & Lessons
Needs More Research
I hadn't been satisfied with the research phase, because of less actionable data and therefore, less fully informed decisions.

At one point, I scrapped flows entirely, because too much of it felt like conjecture and imagination.

I wonder if things could have gone more smoothly (and on time), if there were more insights about players' search, categorizing, navigation, and in-game behavior - why are they going to the storage menu in the first place?
Lessons Learned
Though people were clear in what they wanted, I needed to be aware that they might not work because of immediate and later complexity that causes more harm than good.

Moving forward, I was glad to have worked on this project, as I enjoy the Borderlands series and hope to see more entries in the future.
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