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Stellaris Dev Diary #154 - UX Design in Stellaris

Hello all, this is Hildor Anduv, the UX Designer on Stellaris. I’ve been with the team since December, and have really enjoyed working on such a great game. With my first Dev Diary I’m going to be sharing how I have been approaching UX Design on Stellaris.

Disclaimer: We're not quite ready to announce our plans just yet (we're saving that for the big stage, PDXCon), so this is going to be more process oriented without delving into specifics about any new feature. If that's not your thing, you can safely give it a miss, but if you're interested in the nuts and bolts of how games are designed and made, let us lift the curtain a bit.

Whiteboarding: The UX Corner
Whiteboards are a great place for getting your ideas out quickly. When whiteboarding I try to get team members from multiple disciplines and rough out ideas, together. It’s a great way to discover gameplay and player needs, as well as find any potential development pitfalls early on.

We wanted to create a permanent space for this, and thus the UX Corner was born. Here we come together and iterate on ideas in real-time as a group. Having the permanent space has helped facilitate conversion and increased cross-discipline communication within the team,.


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Wireframing & Prototyping.
From the whiteboard sketches, I then move onto creating more detailed wireframes, the skeletal mockup of a UI design. Keeping your wireframes simple lets you iterate quickly, but more importantly allows you to nail down what content should be displayed, and how best to lay it out visually for the player.

I typically try to nail down one key screen, and from there I build out a User flow of the entire experience.

When Designing the Archeology UI for Ancient Relics, I had some key pillars I wanted to nail.

  • The stories are linked, and I can revisit past chapters for context. (Also experience the great artwork again!)
  • When I come back here, I have a sense of the progress my scientist has made.
  • The challenge of the site feels ‘game-y’.

Once I nailed an overall layout for the Archaeology UI, I then broke it out into a User Flow to capture the full breadth of a player’s journey while excavating a site.


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With the User flow complete I then link it up and create an interactive Prototype. The prototype allows team members to experience what we are trying to create before we set out to develop it. It’s a great low cost way to identify issues in the flow, and fix them here before investing in development.


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After we agree on the UX design, we then get to finally create it in game. As you can see below, the design mostly held through to release. The text window was increased to accommodate larger story text, and ‘difficulty’ was changed to ‘breakthrough chance’ to help better understand the ‘die roll mechanic’.


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User Testing
So, even though the design has now gone through many gates, we must test our designs with players and iterate based on player feedback. Luckily Paradox has a great User Research department, and so we were able to run playtests and get vital feedback which we could respond to before launch.

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Well, I hope this was an informative window into how UX Design is done here on Stellaris.

Also, I read the forums and look out for your feedback as well. You all have been very helpful, so thank you for that!
 
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Thanx for insight! :)

One little question: does the team pay any attention to interface solutions that some mods offer? Tiny outliner for instance?
I second this. I can't live without Tiny Outliner after someone on the forums pointed me to it.

More generally, do you guys sometimes consider revisiting some aspect of the UX even if the underlying game mechanics aren't changing?
 
Speaking of UI, I made this request under feedback some time ago but this might be more visible.

Could we please, really please I'll walk the dog do the dishes wax your car and weed your garden even if it rains and my TV show is on please, get a thousands separator for large numbers? After 4-5 digits my dyslexic brain slips from 'intelligible value' to 'meaningless glossolalia'.
 
Yes seeing scrapped tries would be cool. Something that you guys thought would work, but at some time in development showed to be flawed.

Also since you aren't that long working on stellaris, how do you think about the UI previously done? What would you change if given the chance?

Also most importantly can we get an UI background color that changes depending on empire color? I don't want the green anymore and I don't want to rely on mods for different colors.

I did showcase a few scrapped designs in the larger image. I showed versions A & B that eventually evolved into version C that we went with for the Archeology UI.

Stellaris has a great UI, though there is always something that can be improved. I created the designs for the updated Planet View, for example. I'm on the look out for community feedback on features, though. You all help give direction on what to improve, and how.
 
I did showcase a few scrapped designs in the larger image. I showed versions A & B that eventually evolved into version C that we went with for the Archeology UI.

Stellaris has a great UI, though there is always something that can be improved. I created the designs for the updated Planet View. I'm on the look out for community feedback on features, though. You all help give direction on what to improve, and how.
Most of the UI is great, but I think a lot of players would agree that the outliner needs some love.
 
Stellaris has a great UI, though there is always something that can be improved. I created the designs for the updated Planet View, for example. I'm on the look out for community feedback on features, though. You all help give direction on what to improve, and how.
Ok, then a question about planetary UI: is it possible to either add drag&drop function to allow moving built buildings on the planet screen (hard way) or some scripted order in categories - industry, science, food, etc (easier way). Right now chaotic order in different planets makes me sad and annoyed without ability to see what is where at one glance.
 
I wonder though, does your user testing and user research department take into account issues for players with limited mobility?
Because Stellaris is the game with the most issues by far on that front (of the ones I've played), and even when I want to play it I often decide not to because of this.
 

Disclaimer: We're not quite ready to announce our plans just yet (we're saving that for the big stage, PDXCon)

Come on, we all know that you will be announcing your next big expansion which will be all about diplomacy
 
Stellaris has a great UI, though there is always something that can be improved. I created the designs for the updated Planet View, for example. I'm on the look out for community feedback on features, though. You all help give direction on what to improve, and how.

The UI to transfer systems to another empire is terrible. It's okay if you only have one possible system to transfer and you only want to transfer that system, but for all other scenarios it's terrible. Something conceptually like the claim manager would be much better.

Talking of transferring systems, it would be nice AI empires would actually be willing to sell their systems and if they properly valued a system, instead of the current method where if you give an empire one of your systems they're barely interested and will only pay a pittance no matter what it contains but if you want one of their systems they'd rather die the only choice is to go to war.
 
I did showcase a few scrapped designs in the larger image. I showed versions A & B that eventually evolved into version C that we went with for the Archeology UI.

Stellaris has a great UI, though there is always something that can be improved. I created the designs for the updated Planet View, for example. I'm on the look out for community feedback on features, though. You all help give direction on what to improve, and how.

Just the usual stuff. We could do with a better UI for the species screen for when Xeno-Compatibility gets going as it gets very difficult to navigate once you've got more hybrid species than original ones (maybe collapsible primary species so that you can hide the sub-species from view). Resettlement could do with a bit more search functionality to make it easier to find planets you want to send unemployed/purged/slave POPs to. Colourblind option for the people that need it.

I'd also like to see the Jobs screen allow you to drag/drop each job within a stratum so that you can order the priority of unemployment (say you put technician jobs at the bottom of the list; they'd be the first to go if you get more specialist jobs and your workers promote out of the stratum.
 
On stellaris UI one thing really constantly bothers me, and it is that gigantic 'close galactic view' (or whatever it was) button at the bottom of the screen. Not only is it pointless (why would I want to close the main screen of the game) but its function is not as clear as it seems to be. Mainly where does it take me? Last system I was in yes but who knows which one it was out of 1000 in map. I've never used it and can't really think anyone else finds it useful.

Suggestion: Remove it, or if it actually has some use at least change text to 'go to <system name>'.
 
Most of the UI is great, but I think a lot of players would agree that the outliner needs some love.

The outliner is a sad relic of an earlier age which is in no way fit for purpose any more. It probably needs collapsing into a set of menus like are on the other side of the screen, it's too cluttered to be useful as it is.
 
The UI to transfer systems to another empire is terrible. It's okay if you only have one possible system to transfer and you only want to transfer that system, but for all other scenarios it's terrible. Something conceptually like the claim manager would be much better.

Talking of transferring systems, it would be nice AI empires would actually be willing to sell their systems and if they properly valued a system, instead of the current method where if you give an empire one of your systems they're barely interested and will only pay a pittance no matter what it contains but if you want one of their systems they'd rather die the only choice is to go to war.
That's intere
The UI to transfer systems to another empire is terrible. It's okay if you only have one possible system to transfer and you only want to transfer that system, but for all other scenarios it's terrible. Something conceptually like the claim manager would be much better.

Talking of transferring systems, it would be nice AI empires would actually be willing to sell their systems and if they properly valued a system, instead of the current method where if you give an empire one of your systems they're barely interested and will only pay a pittance no matter what it contains but if you want one of their systems they'd rather die the only choice is to go to war.
I'd like a threaten war option too for this purpose.
 
I could imagine that they hold some things back right before the convention. So they have more information / stuff etc. for the pdxcon itself. :)
Yeah. I know man :)

I just look forward to these on Thursday afternoons and I'm worried the weekly hits are over now that the design team has changed.

Immaterial I know, I'm just going to miss the speculation and growing excitement. The thing I always loved about Paradox was that they shared the development in real time more or less.