MPH Bespoke Velo Artistry
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Zwift Game UI/UX Redesign

Zwift contracted me to provide a holistic approach to redesigning the user interface and user experience of their game. After years of rapid growth and feature iteration, the game's interface felt disjointed and suboptimal for Apple TV and smaller devices. I led the redesign effort with a UI component library, screen designs, and user flow prototypes, which were validated by both internal and external users.

drop in

Zwift's drop-in screen interface lacked access to game features and visibility of real-time activities in the game. The redesign aimed to provide users with a comprehensive view upon logging in, showing device connection status, the Drop Shop, Events, Training, Challenges, Badges, Goals, enrolled training plans, and access to world options. Additionally, we sought to offer guidance and suggestions for user engagement based on their historical actions and activity.

UI Interaction Prototype

device pairing

One of the largest barriers for users was connecting devices such as power meters and heart rate monitors to the game. We generated many iterations of designs and prototypes to find ways to remove friction and get users riding faster with less frustration.

Pairing Prototype

training

Zwift was rapidly generating more workouts, training plans, and event-specific plans but struggled to provide users with an easy way to navigate the catalog. We addressed this issue by organizing the catalog into categories and curated collections, with the ability to filter by duration, difficulty, and workout type.

Training Prototype

my profile

Zwift faced challenges in centralizing and making accessible all relevant user profile features, activities, achievements, and settings. We designed an interface that brought these elements forward with a single tap from the drop-in screen, providing users with the confidence and control they desired.

routes

We received feedback from users that they needed more information when selecting routes. We used the game world map to display the route and profile in real-time, additionally providing them with filter options and sort direction to enhance efficiency.

drop shop

The drop shop was developed and bolted on to the existing game interface. We designed a more efficient and integrated interface that was directly accessible from the drop-in screen.

change management

The changes to the interface were significant. To reduce confusion and frustration, we designed various in-context change management tools to offer guidance and support.

Change Management Prototype