Subcreation.net is a data-aggregation website that pulls information from sites like WarcraftLogs and Raider.io to populate tier lists and builds for World of Warcraft competitive gamers. All World of Warcraft images copyright of Blizzard Entertainment.
There is a ton of data that does not have clear visual hierarchy, making it overwhelming especially to those new to the website. It also isn’t easy to navigate to view the desired data.
Create a visual identity for Subcreation and structure the website to make it accessible and easy-to-understand for hardcore and casual users so that they can view relevant data.
Subcreation.net has recently been acquired by Archon.gg before 2.0 was able to be implemented so the impact was not able to be tested fully. Competitive World of Warcraft gamers did like the new designs and felt that it was more streamlined and easier to navigate.
Arlie / Frontend Developer
Alcaras / Backend Developer
Below are screens of the original website.
After researching the website, I broke down Subcreation into its two core elements: tier lists and specialization builds. Then, I visualized a flow that would make sense for the user. This helped simplify the user flow and create a solid reference point to be able to refer back to while designing. This then lead into organizing the website into a site map so I could understand how a user would be able to navigate to the different pages and what interactions were needed on each page.
User research were short responses of people’s experience with the website, aimed at competitive World of Warcraft gamers who PvE. Assumptions from the team before research were that people would want a general catch-all page that described each spec and tier lists. After research, it seems that the emphasis of the website should be focused on player builds.
The team wanted to create a more defined identity for the website. Pulling inspiration from World of Warcraft, I used the gear rarity system colors to create a palette.
For the final layout, I used a 12-column grid to organize ground the website design. I found that this was the best way to lay out the immense amount of data on the website.
Initially, I explored how the website would look like with the original content just with a different look. I explored a side bar navigation and new layouts. However, I decided to reimagine the homepage in a way that was still familiar to the original version with a top navigation and a more direct path for the user to get to the data they would be looking for.
In the final layouts, I create a design system that puts information hierarchy first. Using differing gray values to make an easier viewing experience helped establish the tables. I designed multiple button types and tabs for the different ways to navigate the build page.
One thing that Subcreation does is having the ability to link out to Wowhead's talent calculator where users can then copy a talent loadout on that website but it was a little clunky in how to do it so I proposed that the talent string can be copied on the website itself to reduce opening multiple pages while still allowing users to link out if they would like to.
I included an animated prototype using After Effects so that the developers can get a better sense of what I was imagining for the interactions on the homepage.
The team wanted to create a more defined identity for the website. Pulling inspiration from World of Warcraft, I used the gear rarity system colors to create a palette.
Initially, I explored how the website would look like with the original content just with a different look. I explored a side bar navigation and new layouts. However, I decided to reimagine the homepage in a way that was still familiar to the original version with a top navigation and a more direct path for the user to get to the data they would be looking for.
After researching the website, I broke down Subcreation into its two core elements: tier lists and specialization builds. Then, I visualized a flow that would make sense for the user. This helped simplify the user flow and create a solid reference point to be able to refer back to while designing. This then lead into organizing the website into a site map so I could understand how a user would be able to navigate to the different pages and what interactions were needed on each page.
User research were short responses of people’s experience with the website, aimed at competitive World of Warcraft gamers who PvE. Assumptions from the team before research were that people would want a general catch-all page that described each spec and tier lists. After research, it seems that the emphasis of the website should be focused on player builds.
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