This case examines a competitive mobile word game built around a tile board, turns and multiple game modes. My expert review focused on how players move between the home screen and a match, recognize available actions and understand feedback while playing.
The interface mixed game controls, promotions, currencies and social features in a small space. The challenge was to make the next action clear without stripping away the game's character. I used a persona, an empathy map and screen-by-screen review to separate core play from competing visual demands.
Feb 2021
Genera games
Figma
I used a UCD approach to compare the needs represented by the persona with what the current screens actually communicated. The review produced recommendations for hierarchy, navigation and in-game feedback.
Margarita, the 54-year-old persona shown here, wanted a word game she could enjoy with others without having to decode an unfamiliar interface. I used her goals and lower confidence with technology as a lens for reviewing labels, touch targets and the path from opening the app to taking a turn. The persona is a design aid, not a claim that every player has the same needs.
I used the empathy map to examine the moment a player opens the app, chooses a game and returns to an active match.
The map made a practical tension visible: competitive and promotional elements can invite exploration, but they can also obscure the primary action. I carried that question into the review of the home screen and match controls.
The review found that competing visual elements made it harder to distinguish the puzzle, controls and progress information.
I recommended a stronger hierarchy for the puzzle and its controls, more readable labels and fewer competing prompts. These changes would help players see what to do next without searching across the screen.
I also reviewed consistency between buttons, status messages and game states. Similar actions should look and behave alike so players can reuse what they have learned as they move through the game.
This way they can focus on executing the task and not learning how the product UI works every time they switch contexts.
The home screen uses similar visual weight for currency, notifications, game modes and the main start action. Their proximity and styling make unrelated functions appear to have equal priority.
I recommended grouping account and reward indicators separately from play choices, then giving the current match and new-game action a clearer hierarchy. This would preserve the lively visual style while making the path into play easier to scan.
The review found several status messages and decorative panels competing with the board. I used the grouping example below to explain why related information should appear together and why secondary details can wait until the player needs them.
MCDBMWFERITVRUN
MCD BMW FER ITV RUN
The board already asks players to choose letters and plan a move. Showing too many secondary actions at the same time adds another decision layer. I recommended keeping turn-critical controls visible and moving less frequent options into a predictable secondary location.
The deliverable was a prioritized expert review, not a measured increase in engagement. Its clearest recommendation was to protect the route into a match and the decisions made during a turn: reduce competing elements, use consistent controls and make feedback legible at the moment it matters.