Key Contributions
- Designed approachable multiplayer interactions for public audiences with different levels of gaming experience.
- Improved long distance readability and reduced control complexity through frequent on site playtesting.
- Created short, shared screen sessions that kept queues moving while giving spectators a reason to join.
01Key design decisions
Public play introduced a different constraint: a visitor might give the experience only a few seconds before walking away.
Design decision
Simple, but effective
Many participants had little gaming experience. I simplified the interactions until new players could understand the objective and begin almost immediately.
Solution
- Three core actions
- Immediate onboarding
- Minimal instructions
Design decision
Short sessions
Long queues formed at events, so I shortened each session to give more visitors a chance to participate without sacrificing the sense of progression.
Solution
- Fast starts
- Brief rounds
- Visible progress
Design decision
Multiplayer first
Spectators wanted to participate rather than only watch. Shared screen multiplayer encouraged friendly competition and turned the installation into a social experience.
Solution
- Shared screen play
- Friendly competition
- Spectator clarity
02Designing for a large screen
Playtests showed participants naturally stood one to two meters from the display, making desktop sized interfaces impossible to read comfortably.
Optimize for a glance, not a stare
I increased interface scale, reduced on screen text, kept rankings visible, and tested comprehension at the same distance people used in real events.
Solution
- Large interface elements
- Minimal copy
- Persistent progress
- Distance testing

03Simplicity in design
Familiar inputs and a tightly edited flow helped people start playing in seconds.
Use what people already know
Xbox controllers offered a familiar button layout and the most reliable Bluetooth connection during testing. I observed that adding more buttons slowed onboarding and caused hesitation, so I limited the controls to movement, jump, and duck. Most players could then understand the game within seconds.

Remove non essential decisions
Powerups activated automatically, checkpoints communicated progress, and a steady camera helped people track their characters on a large display. We also reduced onboarding to a few simple screens before gameplay after observing that every additional menu increased drop off.



Key learning
When users may interact with a product only once, clarity, simplicity, and immediate engagement matter most.
That principle shaped the entire experience: controls became simpler, sessions became shorter, and every screen communicated from a distance. In future public facing products, I would prototype in the real environment earlier so scale, attention, and audience behavior inform the design from the beginning.

