Introduction
Step Up
Your Game.

APP CONCEPT
Dungeons & Dragons. Redesigned.
Beyond Pen & Paper.
Bringing the classic ‘80s Role-Playing Game into the 21st century.
STARTING LINE
UX REDESIGN
Inspired by the recent and massive boom in pen & paper Roleplaying Games and the critically-acclaimed launch of Wizards of the Coast’s 5th Edition of Dungeons & Dragons and their website D&D Beyond, I set to designing a modern companion to the classic adventuring game. The new application would be user-centered and approachable to encourage new players (instead of intimidate them) and streamline things for the veterans.
A PERSONAL PROJECT
MY ROLE
As a personal project I took on myself, I wore many different hats. Below are the primary roles I filled to see the project through.
UX RESEARCH
I did the research, talking with players of all levels of experience, learning their frustrations, gathering what I learned, and distilling them into actionable recommendations.
UX DESIGN
I designed wireframes in Sketch and flows, thinking about which interface design patterns were appropriate for the goals of the project and the limitations of the platforms they would be on.
(MORE) UX RESEARCH
With the wireframes ready, I created prototypes and tested the ideas before committing to full-on development.
VISUAL DESIGN
I did the graphic design, intentionally choosing typography, colors, and photography to project a feeling of grand adventure and reflect the Wizards of the Coast’s already well-established D&D brand.
PROJECT MANAGEMENT
I orchestrated all of the above tasks, thinking of priorities and constraints while managing expectations as the project moved forward.
Read on for a full review of the D&D App Design Process.
OVERVIEW
THE ELEVATOR PITCH
Ditch the tomes of manuals and reams of scratch paper for an RPG experience anyone can pick up and play. Get ready for a new kind of immersive adventure in a legendary game 40 years in the making.

Creating SOMETHING NEW
THE DESIGN PROCESS
Discover: Gather Data
User Interviews
User Personas
Define: Narrow Scope
Problem Statement
Develop: Explore Possibilities
Ideation & Solution Exploration
Storyboarding & Use Cases
Deliverables
User Flows
Paper Prototyping & Usability Testing
Information Architecture
Card Sorting
Sitemap
Content Strategy & Content Hierarchy
Low to High Fidelity Wireframing, Prototyping, & More Usability Testing
Mockups, Style Guides, & More
Problem Redefinition & Pivots
Deliver: Define Constraints
Results: Goals Accomplished & Next Steps
Retrospective & Lessons Learned
GATHER DATA
1. DISCOVER

DEFINING USERS
AUDIENCE
This project was designed for new and old fans of the game alike.
While well-crafted and meticulously balanced, the game itself is not inherently flawed. The way it is presented is.
No new player of the game finds the rules or the system engaging or easy to pick up. New players often spend their first year with the game floundering to understand how to play and most game sessions looking up rules in large textbook-like manuals.
Many older fans of the game have created personal systems to manage all the information they must juggle. They enjoy their personal and are very set in their ways. While some of those players may never change, many more long-time fans of the game crave a simpler way to play the game they love. DMs with little free time and resources can place tremendous value in this new app.
2 User Personas were crafted to reflect both the new player as the primary persona, the Player, and the experienced player running the game as the secondary persona, the Dungeon Master
THE PLAYER
PRIMARY PERSONA
Demographic Information
26 years old
Starting a Masters in Technical Writing
Key Behaviors
Loves playing games with friends once every other week.
Can’t stand D&D’s constant rule look ups.
Needs & Goals
Needs a fun way to hang out with friends once every other week.
Wants to enjoy D&D like some of the other members of the party that get the rules better.

THE DUNGEON MASTER
SECONDARY PERSONA
Demographic Information
32 years old
AP Macroeconomics Professor
Gaming Hobbyist
Key Behaviors
Loves playing games with friends every week as primary social activity.
Hosts a D&D campaign for his closest friends every other week.
Knows most of the core rules by heart, but still needs to look up fringe cases and less common spells.
Needs & Goals
Needs a fun way to hang out with friends every other week.
Is frustrated at the amount of prep that goes into a single session. Devotes most of his free time to planning the next game.

NARROW SCOPE
2. DEFINE
PROBLEM STATEMENT
D&D Players need a better way to organize and run their game, because the current pen & paper method is boring, frustrating, and inefficient.
DISCOVERY
THE PROBLEM(S)
I hoped to create a simpler and easier experience for new players and a more concise and organized experience for veteran players.
These issues were initially hunches from my own personal observations of fans of the hobby. I had seen many new players who failed to get hooked despite strong interest and excitement, and I had seen many long-time fans of the game fail to finish their campaigns since they eventually were no longer able to keep their long-running games organized.
I initially recognized these issues from my own experiences and used those experiences as inspiration. However, I had to recognize my own personal biases during the research phase, so I learned about these issues further by interviewing players of all experience levels and by interviewing people who had no experience with any Role-Playing Games (RPGs). Additionally, I observed different campaigns being played to see where the major hiccups in each game occurred during actual uninterrupted playtime.
understanding the issues
PROBLEM AREAS
1. High Barrier to Entry for New Players
Even the most basic rules are daunting and filled with confusing acronyms, character creation is long and complex, and the overall experience is intimidating and difficult. The overall experience can be frustrating and unrewarding for players who are not already deeply familiar with the system.
2. Messy & Inconvenient even for Veteran Players
Even players with max level characters keep all their spells bookmarked and a copy of the Player’s Handbook nearby. Dungeon Masters (DMs) have massive folders and screens pinned with cheat sheets for everything: Non-Player Character (NPC) names, common rule look ups, party members’ Armor Classes (ACs) and Hit Point (HP) totals, combat trackers, etc. The list is exhaustive.
3. In short: D&D is a lot of work.
PREPARATION TO CRAFT A SOLUTION
SETTING GOALS
Make the game easier to pick up & play.
Make the meticulous notes and rules faster & cleaner for both players and DMs.
Less work. More play.
PROBLEM STATEMENT
D&D Players need a better way to organize and run their game, because the current pen & paper method is boring, frustrating, and inefficient.
UNDERSTANDING LIMITS
CONSTRAINTS
Business Constraints
As a personal project, I was limited in budget, time, and team size as these all needed to be filled by myself. The budget was nearly nonexistent and time was limited to my own personal free time. And of course, the team size was just me the captain of my own ship.
Technical Constraints
The app needed to function on both Apple and Android devices since each player would need access to the app from their personal device. I anticipated most players would use their phone, but some power users might use a tablet or computer for increased functionality. I assumed this would be the case for most DMs.
Additionally, SmartTV functionality was a goal from the get-go and seen as a primary tool for DMs. The ability to use a ChromeCast or similar device to share information to the entire party was considered a high priority.
Designing for Television
HD: designing all artwork for 1980 x 1020 resolution
Contrast/ Legibility: designing for high sunlight exposure
Distance: designing for varying resolutions and viewing distances following guidelines for the 10-foot user experience
Safe Areas: designing safe margins (10%) for overscan
Color: cooler/ less saturated colors for tv’s color gamut; no pure black/white or highly saturated reds, blues, and greens on large areas of the screen; no very dark and muddy colors
Fonts: readable from a distance (no text smaller than 24px)

EXPLORE POSSIBILITIES
3. DEVELOP

SOLUTION EXPLORATION
IDEATION
A New Way to Play
Compile the 3 core rulebooks: the Player’s Handbook, the Monster’s Manual, and the Dungeon Master’s Guide into a shareable and easily digestible format.
Combine your entire party’s character sheets within a powerful and streamlined UI.
Sync them all up to your SmartTV for the ultimate collaborative experience in RPG gaming.
Taking the Work Out of It
AVOIDING THE CLUTTER
No more DM binders and no more lost Character Sheets. Everything’s backed up to the cloud.
Send your dice from your phone to the TV in seconds. An engaging way to play while streamlining any math from added bonuses, avoiding fudging dice rolls, and forgetting which one the d6 is (it’s the normal dice-looking one) or how a Percentile Die works (nobody really knows).
Track Combat and Roll Initiative in seconds. The DM prompts the group to roll and within moments, the entire party’s order is displayed on screen for everyone to see.
LOWERING THE BARRIER TO ENTRY
Learn to Play by Actually Playing. It takes an elite type of person to read a couple hundred pages of rules just to start playing a game. Double or even triple that amount for a first time DM. Instead, teach rules as they come up naturally through play.
No more lengthy rule lookups. Unsure of what that Ability does? Wondering how long it takes to cast a certain Spell? What are Somatic Components anyways? Tap on a term for its definition or cast it to your SmartTV to share with either the DM or the Party.
PROVIDING CONTEXT
STORYBOARDING
BLUEPRINTS FOR SUCCESS
USE CASES
Character Creation Use-Case
Use-Case 1: Player creates a new character
Actor: Player
Use-Case Overview: It is Session 0 (the first time the group meets up to discuss their game), and the party needs to create new characters for their upcoming campaign. The group parties up. Each individual player begins working through the flow from race to class to background until they’ve completed their character.
Party Management Use-Case
Use-Case 1: Player views information about other members of their party.
Actor: Player
Use-Case Overview: A player is in the middle of the game and needs to quickly see what his teammates’ abilities are and their current status. The player can quickly see if any party member is in danger or if they have strengths/weaknesses relevant to the current situation.
Combat Tracker Use-Case
Use-Case 1: Dungeon Master tracks important combat information and shares anything relevant.
Actor: Dungeon Master
Use-Case Overview: The DM prompts the group to begin combat by rolling initiative. The initiative order is set and a screen is cast to a TV depicting the turn order, the status of all party members, and the number of enemies. The DM then uses this tool to run combat.
Party Overview Use-Case
Use-Case 1: Dungeon Master views the party’s status and abilities.
Actor: Dungeon Master
Use-Case Overview: The DM is approaching an encounter they have prepared. They quickly view the party’s status and abilities to ensure they know if the encounter will be appropriate or if it will need to be adjusted.
visions of finality
DELIVERABLES





DEFINE CONSTRAINTS
4. DELIVER

WIZARDS OF THE COAST FAN SITE POLICY
Wizards of the Coast, Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2018 Wizards. All rights reserved.
www.bengothman.com is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. www.bengothman.com may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at (www.wizards.com).
