top of page

This is the space to introduce the Services section. Briefly describe the types of services offered and highlight any special benefits or features.

Service Name

1

This is the space to introduce the Services section. Briefly describe the types of services offered and highlight any special benefits or features.

Service Name

2

This is the space to introduce the Services section. Briefly describe the types of services offered and highlight any special benefits or features.

Service Name

2

This is your Service description. Use this space to describe what the service entails, benefits for users and any other important information.

SERVICES

Blending two cultural thinking styles is both easier and harder than it looks. On paper, it’s pretty clear how analytical and holistic design logic differ—once you dive into the research, it all makes sense. But actually designing for both without letting my own instincts get in the way? That was tough.


As someone who grew up Korean-American, I thought I’d naturally be able to bridge the gap. And to some extent, I could—but even then, I found myself leaning one way or the other without realizing it. That was a big realization: in future projects where this cultural overlap keeps showing up (and it will, in our global world), I’ll need to be even more intentional. It’s a double-edged sword—powerful, but tricky to wield without cutting too close to bias.

Navigating Multicultural Design

Unlike my previous case studies, this redesign wasn’t about inventing something entirely new—it was about refining what already existed. I’m used to creating fresh solutions for clear problems, but here, the challenge was to approach an existing system from multiple angles, informed by research and user feedback. It was a different process, and the outcome surprised me.

What I learned is that innovation doesn’t always mean novelty. A thoughtful, well-research

ed redesign can be just as impactful—especially when the goal is to make users feel heard. While I’d love to create something radically new, I now understand that too much change can feel alienating. Users are sensitive, even to small shifts, and success sometimes lies in striking the right balance between improvement and familiarity.

Redefining What It Means to Innovate

Naraka Bladepoint

title page wahoo :D

ESTABLISHING CONTEXT
EASTERN VS WESTERN EXPECTATIONS
Before diving further into the redesign process, it’s important to define key terms that are central to this case study.
This distinction is crucial when examining differences in information processing styles and cultural expectations in user interface design.
In this context:

Eastern

Screenshot 2025-04-21 at 2.47.12 PM.png

Refers primarily to East Asian regions (e.g., China, Korea, Japan).
 

Eastern audiences tend to process information holistically—focusing on the overall context, patterns, and relationships between elements. As a result, denser UIs with layered systems and multiple entry points may feel natural or even expected.

Western

Screenshot 2025-04-21 at 2.46.57 PM.png

Refers to Western Europe and countries culturally influenced by them (e.g., North America, Australia, etc.).
 

Western audiences often prefer an analytical approach—favoring clear hierarchies, minimalism, and intuitive flows that guide the user step-by-step.

22789-Naraka-Bladepoint-HD-Wallpaper.jpg

Research & Understanding

DISCOVERY

PHASE: DISCOVERY
NARAKA BLADEPOINT - A QUICK LOOK
Naraka Bladepoint is a free to play, Wuxia-themed action battle game that was launched in 2021 by 24 Entertainment. Since its launch, Naraka Bladepoint has maintained a steady playerbase, averaging from 50,000 - 100,000 concurrent players a day , with its total player base exceeding 20 million unique users.
Naraka-Bladepoint-Characters-1024x576.png
Then (2021)
Now (2025)

Initial UI design, used throughout the first year.

Updated visuals (backgrounds, character displays), but UI structure and interactions remain unchanged.

Player vs Player (PvP) mode only.

Introduction of a Player vs Environment (PvE) mode for more varied gameplay.

8 different weapons players could choose to play.

Expanded weapon roster with new additions to keep combat fresh and engaging.

PHASE: DISCOVERY
USER PROBLEMS
Collected via interviews, community forums, and surveys, here are the five most commonly reported issues players had with the homepage.

Problem 2

Confusing Menu Labels

Some menu items led to the same pages under different labels.

Problem 1

Too Many Clickables.

Homepage had around 26 clickable options, overwhelming users.

Problem 3

Unfit Visual Styles

The mobile game-like layout felt out of place on desktop.

Problem 5

Unstructured UI

Daily quests, events, and rewards felt randomly placed without structure.

Problem 4

Scattered Miscellaneous Buttons.

Non-nav buttons were poorly grouped and felt out of place.

It’s clear: Western players are not happy with the current UI.
And that dissatisfaction is growing.
website-faq-section-user-help-desk-customer-support-frequently-asked-questions-problem-sol
PHASE: DISCOVERY
HOME PAGE IMPORTANCE

Unlike most games, in Naraka: Bladepoint, players can't leave the home screen during matchmaking. It's important for a few reasons. 

Central Hub

Players spend most non-gameplay time on the home screen, especially during matchmaking, making it a required hub—not just a design choice.

First Impressions Matter

As the first screen players see, the home page sets the tone for the entire experience.

Impact on Player Retention

A cluttered home UI can break immersion and impact player mood, subtly influencing perception and long-term engagement.

In other words: this screen isn’t just cosmetic—it’s critical.
22790-Naraka-Bladepoint-HD-Wallpaper.jpg

Conceptualizing the Solution

IDEATE

PHASE: IDEATE
BREAKING IT DOWN

To better understand the underlying structure of the current UI, I began by deconstructing it into grayscale wireframe blocks. This removed all color, text, and visual assets—allowing me to analyze the distribution of positive and negative space without distraction.

Naraka Bladepoint

naraka_lobby.png
naraka_greyscale.png

Analytical Discoveries

I applied the greyscale breakdown method to titles designed for a Western audience, featuring analytical UI patterns, offering valuable insights into player navigation and best practices to inform my redesign of Naraka's interface.

Apex Legends

apexlobby.jpg
apex_greyscale.png

Valorant

valo_lobby.png
val_greyscale.png

Key Takeaways

  • Elements flow left-to-right, top-to-bottom.

  • The player stays centered with key buttons aligned horizontally or centrally.

Layout Logic

  • Page links are grouped at the top edges, kept out of the center.

  • Play options are positioned at the bottom.

  • Daily quests & interactions live on the sides.

UI Grouping by Function

  • Think Naraka, but with a cleaner, more organized hub—despite having a similar number of UI elements.

Overall Feel

Holistic Discoveries

Same method as before, but to Eastern audience targeted games which look away from the navigation structure and instead examined how UI elements come together to create a unified, immersive experience.

Brown Dust II

bd2_main.png
bd2_greyscale.png
bd2_greyscale.png

M_Subculture

M_Subculture.png
M_Subculture_greyscale.png

Key Takeaways

  • Replaces traditional text menus with icons, reinforcing the game’s immersive theme.

Icon-Based Navigation

  • Features more buttons and elements than typical Western games.

  • Smart use of smaller space chunks makes the interface feel less overwhelming.

Dense but Manageable UI

  • Prioritizes artwork as the focal point.

  • UI elements serve as thematic support, but the organization feels looser compared to more structured layouts.

Art-Centric Layout

bedu4dnfw7k91.jpg

Developing the Solution

PROTOTYPE

PHASE: PROTOTYPE
BLENDING ANALYTICAL & HOLISTIC

To create a UI that respects both Eastern and Western user expectations, I developed a blended approach that merges holistic immersion with analytical clarity.

Sketches & Iterartions

Starting with paper sketches of various ideas, I then did iterations following layouts of the previously studied games, to as simple as reducing the amount of content on the original UI, and even messed with AI generated prompts based off the research I fed it.

The Redesign

A Closer Look

wallpapersden.com_naraka-bladepoint-2021-hd_1920x1080.jpg

Putting it to the Test - Does it Measure Up to Expectations?

USER TESTING

PHASE: USER TESTING
The Test

To evaluate the effectiveness of the redesign, I conducted a series of user tests with participants across varying levels of Naraka Bladepoint experience. Testing sessions were held both remotely via screen sharing and in person.

To accommodate different user experiences, testers were grouped into three distinct categories:

  • First Time Players​: brand new to the game.

  • Returning Players: have played before, but not active.

  • Current (Veteran) Players: actively playing and familiar with the game’s systems.

3 User Categories

Testing was conducted through the following methods:

  • Virtual Observation

    • Participants completed tasks via remote setup with guided instructions.

  • In-Person Observation

    • ​Tasks were performed physically with live observation and on-site instruction.

2 Testing Methods

Following Nielsen Norman Group’s guideline of 5 users to uncover major usability issues, I tested with 9 participants to ensure balanced insights across all player types
 

Here is a breakdown: 

  • First Time Players - 2

  • Returning Players - 4

  • Veteran Players - 3

9 Testers

PHASE: USER TESTING
Key Findings

The following insights were gathered from the user testing sessions.

  • The Returning Players and Veteran Players appreciated the cleaner UI and streamlined navigation, but struggled to adjust due to removed elements and changes from the original layout.

  • While the redesigned lobby felt cohesive, users missed the event-specific artwork from the original. Surprisingly, the lack of visual event integration reduced excitement—highlighting just how much players value visible celebration of in-game events.

  • Many players were surprised by features in the redesign that existed in the original UI—like chat—because they’d never noticed or used them. Most didn’t know these features were available, likely due to poor visibility, low community use, language barriers, or screen clutter.

  • Players felt the redesign was smoother and better, but measuring speed quantitatively was difficult due to the testing method. While a limitation, it’s not a loss—the main goal was addressing pain points. A streamlined experience was key, defined not just by time saved, but by how it felt to use.

img.jpeg

Final Thoughts & Conclusions

LEARNINGS

bottom of page