Achievements & Collections

We designed this feature to give players a way to show off their achievements, personalise their profiles, and interact more easily during gameplay. Buraco players are highly social and competitive, often striving to climb the leaderboard and stand out within the community. Achievements reinforce that sense of progression, while collectable rewards give players a fun way to display their accomplishments and celebrate the milestones they've earned.

  • Gazeus Games
  • Buraco Jogatina
  • Achievements & Collections
  • UX Research, UX, UI & Motion
  • Google Play | Apple Store

01

UX Research

Benchmarking, Player Interviews, HEART Framework & User Testing

For this project, I partnered with a UX Research colleague to accelerate the research process and increase the number of player interviews. Together, we conducted benchmarking, player interviews, and applied the HEART framework to understand player motivations, identify opportunities, and define success metrics for the experience.

These insights shaped the design decisions, which were then validated through usability testing. Player feedback helped refine the information architecture, navigation, and interactions, resulting in a more intuitive and engaging experience.

02

UX & Wireframe

Defining the Player Experience Through Flows & Information Architecture

I explored wireframes, user flows, and information architecture to create an intuitive progression experience where rewards were easy to discover, progress was clear, and navigation felt seamless.

Player interviews helped us understand users' needs, motivations, and expectations. These insights shaped the information architecture and user flows, ensuring achievements, collectibles, and challenges worked as a unified progression system. Through wireframing and iteration, I simplified the experience into a clear hierarchy, making it easier for players to navigate, track their progress, and stay engaged.

03

User Interface

Defining the Player Experience Through Flows & Information Architecture

I explored wireframes, user flows, and information architecture to create an intuitive progression experience where rewards were easy to discover, progress was clear, and navigation felt seamless.

Player interviews helped us understand users' needs, motivations, and expectations. These insights shaped the information architecture and user flows, ensuring achievements, collectibles, and challenges worked as a unified progression system. Through wireframing and iteration, I simplified the experience into a clear hierarchy, making it easier for players to navigate, track their progress, and stay engaged.




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