Client is a huge fond and enthusiast of Aircrafts. Even has industry experience in Airline industry.
For this project, the client aims to develop the wireframes, user flows, and high-fidelity UI for an Airline Tycoon Simulator game.
The airline industry is complex and sophisticated. It takes years for someone to fully understand, operate, and manage an Airline or some individual concepts such as traffic and demand distribution. Despite being a vast and broad field, there is no such thing in terms of UX or UI that can help as an inspiration or a guiding star for this project. The following challenges were needed to be addressed:
Apart from challenges following aspects also needed significant out-of-the-box UX and UI:
As for competitors, the closest thing out there (including complex concepts such as connecting traffic and demand distribution) is airlinesim.aero. The UI is quite terrible and lacking refinement in many areas.
I was handed over the functionality in JIRA Epics and User Stories. Each User Story was assigned a Priority Number and Design Estimation (days). We planned a 14-day sprint. Here is the list of steps that I repeated for each User Storey:
I created low-fidelity wireframes to conceptualize various screens to
test different ideas for a given user story. It helped clarify
information architecture and make workflows more clear and
efficient.
Long discussions for each wireframe were held to validate assumptions and gather feedback from relevant stakeholders. During these discussions, I realized that industry and consistent nomenclature needs to be adopted for a better experience.
Despite the conceptual complexity, gamification principles were applied to make the gameplay enjoyable and addictive. Which included icon designs, configuring cabin & passenger seats, modifying fuel tanks, and some gamification of stats and reporting.
After finalizing low-fidelity wireframes, they were converted into High-fidelity UI designs to bring the designs to life. It included playing with color, shape, type, size, and spacing, making the final design worth sightseeing.