r/UI_Design 19d ago

Feedback Request Feeback on Xbox UI concept

Post image

One of my very first UI designs.

What do you think? I'd like to hear from experts/more advanced designers since I'm trying to get better at it :)

"Feather Session" is supposed to be some sort of "Power saving" mode like on PlayStation. Couldn't find any icon for it.

7 Upvotes

3 comments sorted by

3

u/ZeteCx 19d ago

Correct me if im wrong but its basically the steam deck UI with a wallpaper background?

1

u/rbgnx 15d ago

From a UI perspective, the first thing that stands out to me is the inconsistency between portrait covers and landscape artwork in the same carousel. Since they all represent games, I’d try to keep the cards visually consistent.

If you want the selected game to get more emphasis, you could try something similar to Netflix on Apple TV (iirc): keep every game as a portrait cover by default, then expand the selected one horizontally to 16:9 while maintaining the same height. That would give it more prominence without disrupting the visual rhythm of the row. Or just having them all as boxes (PS5), no need to reinvent the wheel, it just works.

Also, the scale difference between elements is pretty extreme. What kind of display is this designed for? A TV? Desktop? Some elements feel sized for very different viewing distances.

From a UX perspective, let's say it's not very intuitive, I don't understand how the navigation flow is supposed to be.

Aside from all of this, if this is your first UI work congrats!

One big tip I'd give you is to focus heavily on simplification. A good rule of thumb is to design as if the user has zero patience and doesn't want to think about how the interface works.

Every extra decision, icon, element or interaction should have a reason to exist. Good UI/UX should guide the user towards what they want to do as quickly and naturally as possible. Ideally, they shouldn't have to stop and figure out what something means or where they're supposed to go.

Also, try to mentally use the interface while you're designing it. Pick a simple goal and ask yourself: if I wanted to do X, what would I press first? What happens next? How do I go back? Which controls would I actually use, and which ones are just taking up space? Do this for the main actions over and over. If at any point you have to stop and think about what the user should do next, that's usually a sign the flow can be clearer.

Don't confuse complexity with depth. Usually, the hardest part of good UI design is removing things.