Luismi Design
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← Work / 04 / 06 Game UX study / Tears of the Kingdom · fictional rework

Two frictions, one game.

A speculative UX rework of two pain points in TOTK — a flat inventory that doesn't scale, and an armour upgrade flow that never learned to batch. Same root cause, two different surfaces.

Role
Solo UX/UI designer
Type
Fictional · self-initiated
Year
2023
Methods
Scenarios · Wireframes · Prototype
Outcome
Inventory grouped by context · CES 4.5 → 3.0 · Task time −55%
Tears of the Kingdom hero
01 — The problem

A grid that forgot to grow. Three taps for one upgrade.

ProblemTwo frictions, one root

This project started mid-playthrough, around hour forty. Two things kept breaking flow: finding the right material in a grid that doesn't organise itself, and upgrading three armour pieces when the Great Fairy only works one at a time.

The inventory is one unbroken grid per tab — by hour forty, carrying 107 Brightbloom Seeds, 54 Sunset Fireflies, 43 Fire Keeses and a full set of mismatched armour, findable means memorised location. And upgrading armour is a sequence of five inputs — examine, choose gear, pick materials, confirm, watch animation — repeated once per level, per piece, with no way to batch.

Materials tab — flat grid
Current — Materials~200 items · no grouping · scan to find
Armor tab — sets invisible
Current — ArmourSets invisible · no visual grouping
Food tab — effects hidden
Current — FoodEffects hidden · flat sort only
Current user scenarios
Current — all three upgrade scenariosSame five-input loop, repeated per level per piece · done in 1'30"
02 — Why it mattered

Storage, not a decision surface.

StakesPlayer + craft

For the player: these aren't quality-of-life edge cases. Sort options exist — by type, by effect — but they only reorder a flat list; you still can't tell at a glance that three gear pieces form a set, or that twelve ingredients share a trait you'll need at the next upgrade. Want to level three pieces at the Fairy? You repeat the same five-input loop three times.

For the design: the same root sits under both frictions — the UI treats the player's collection as storage, not as a decision-making surface. The inventory groups are for the moment before crafting — "what do I have?" The batch upgrade is for the moment at the Fairy — "now let me use it all at once."

03 — What I owned

Every layer, solo.

ScopeSolo · self-initiated

Solo UX/UI designer, self-initiated: spotted both frictions from my own playthrough, designed both interventions — the inventory grouping layer and the batch upgrade flow — wireframed every screen, and built the clickable prototype.

04 — The key decision

Add structure, not new surface.

DecisionOne principle, twice

Both fixes follow the same rule: never add a screen when you can add structure. For the inventory, that meant a grouping layer — one collapsible group header per logical category — instead of a new tab. For the Great Fairy, it meant one re-purposed input: press Y on the gear list to enter multi-select mode, instead of a new menu or a new button on the gamepad.

The rest of each flow stays exactly as Nintendo designed it — same sort options, same materials grid, same confirmation, same upgrade animation — only now organised, or operating on a list instead of a single item.

The group header says what the player already knows. Same flow, batched.

05 — The solution

Three panels, one repurposed key.

SolutionWireframes & prototype

Each inventory tab gets its own grouping logic, matching the mental model players already bring when they open it — Materials by ingredient family, Armour by set, Food by effect. The only new element is the group row; the detail pane on the right is untouched. The Armour tab is the most impactful change: for the first time the game tells you that three pieces belong together as a set — useful exactly when you're deciding what to bring to the Fairy.

Inventory wireframes — all three tabs grouped
Materials by type · Armour by set · Food by effectOne new UI element across all three tabs — the collapsible group header row

The Great Fairy — batch in one pass

This is also where the Armour grouping pays off: you can arrive at the Fairy already knowing which set to upgrade next. Seven screens, and step 02 — multi-select — is the only new state. Everything downstream falls out naturally: the confirmation screen shows N materials per item, the animation plays per piece, the end card sums the result.

Improved user scenario
Improved — Press Y · batch in one passSame entry point · one new step · done in 40"
Great Fairy wireframes — batch upgrade flow
Seven screens · one new stateStep 02 — multi-select — is the only new UI; everything else is Nintendo's original design

Prototype: a clickable Figma build, gated by gamepad inputs, lets both interventions be walked start to finish — the inventory grouping and the batch upgrade flow are both navigable from the same starting point.

06 — Validation

Self-tested, under the timer.

ValidationSelf-tested

The inventory grouping wasn't timed — its value is qualitative. The upgrade flow was self-tested with a stopwatch and a Customer Effort Score against two scenarios: levelling one piece three times, and levelling three different pieces.

07 — Outcome

What changed under the timer.

OutcomeSelf-tested
Task time
−55%
1'30" → 40" · same piece × 3
Customer effort
3.0
From 4.5 baseline (lower = easier)
New inputs
1
Y button reused · no new surface
New UI elements
1
Group header row · inventory only

The grouping layer's own value stayed qualitative: context available at the moment you need to decide, not buried six scrolls down.

08 — What I learned

Name the assumption, and both fixes get cheap.

Reflection
Both problems trace back to the same assumption — that a collection is for storage, not for decisions. Name it, and both fixes get obvious — and cheap: one grouping layer, one repurposed button, zero new screens.
© 2026 — Luis Miguel Bello García Senior Product Designer, AI contact@luismi.design
Next — 05 / 06 FFXIV HUD rework