Designing consciously

Part 4

It would be fair to call the old scoreboard screen “engineer design”. All the right information was there, but it didn’t provide much value. It hadn’t been designed from the user perspective.┬áIt was text heavy. It was awkwardly balanced. It displayed empty cards for levels that had never been played.


The card paradigm makes sense here, but the content needed to be rethought. The screen also lacked an overview of progress. I sketched out some new card ideas to answer questions like: How many games have I played? What level were they? What’s my best time?


A new summary card provides a helicopter view of progress in the game, with the total number of completed puzzles. The graph animates as you land on the screen, visualising the level distribution of those puzzles.


This screen is now home to the Google Play Games features too, making it the single location for progress and competition.

The score cards themselves mirror the summary card, displaying the total completed games for each level. The stats are close to their descriptions, making it easy to extract the best and average times at a glance.