An information-design case study. Six unmoderated user-research sessions surfaced the same complaint across every group: too much to track at any given moment. The system worked — the interface didn't. I rebuilt the iconography system, restructured visual hierarchy on every card, and designed three physical boards as ambient rule containers. Setup time dropped from ~15 minutes to ~5; the “I get it” moment moved from turn 5 to turn 1; and feedback in subsequent sessions shifted from “I don't understand this” to “tune these numbers” — the signal that the interface was no longer the bottleneck.
Two unmoderated sessions (sessions #1 and #2) with fellow designers. The mechanics landed once explained, but the explanation took too long — and the cards themselves weren't doing the explaining. The complaint was unanimous: too much to track at any given moment.
By Week 5 the game's systems were locked in: card type/subtype matching, the land deck modifier system, the deception layer through Endgame Encounters. I'd run two blind group user sessions with other designers from the program, and both came back with the same top-priority feedback:
“Information overload — too much to track at all times.” Setup took ~15 minutes. The “I get it” moment didn't arrive until turn 4 or 5. Users couldn't quickly identify card types and synergies during play, and the rules existed only in the rulebook, not on the table.
After the second user session, I sat down with each tester individually with the cards in front of them, and asked four questions:
My mentor Jeremiah Franczyk (Lead Designer on LoTR Online and D&D Online) pushed me on this in our Week 5 review: “the design is sound — the game is currently failing at the interface, not at the systems.” He recommended a complete graphic overhaul before the next user session, and specifically asked for an old-vs-new comparison so the iterative leap would be visible.
Key insight: Users who report “there's too much to track” rarely mean “reduce the system.” They mean “put the system somewhere I can scan instead of read.” That's an information-design problem, not a content problem.
I rewrote the “information overload” complaint into three concrete failure modes. Each one mapped to a specific surface in the game — cards, table layout, or rulebook — and a specific intervention.
| Failure | Surface | Success looks like |
|---|---|---|
| 1. Cards require reading, not scanning | Card faces | Type, Subtype, and dice are recognizable in <1 second without literacy. |
| 2. Persistent state has no fixed location | Table layout | Deck, discard, gold, and health each have a designated zone, the same for every user. |
| 3. Rules live off-table | Rulebook | Common rules are printed on the boards next to where they apply. Rulebook only for edge cases. |
Design intent: Three failures, three workstreams. “Fix information overload” is a sentiment. “Replace text labels with icons on the type matrix, and design a Player Board with deck/discard zones” is a Tuesday afternoon.
For each failure mode I drew at least two alternatives, then picked based on three criteria: scan speed, production cost in the remaining two weeks, and thematic resonance with the game's foggy-island setting.
Use a single color border for each Type, no symbols. Pro: Fastest to scan. Con: Subtypes (12 of them) can't be color-coded distinctively. Rejected as primary system, kept as reinforcement.
A custom icon for each of the 4 Types and 12 Subtypes, color-tinted to match the Type. Pro: Scannable AND distinctive. Con: Larger production cost — 16 icons to design. Worth it.
An interesting constraint: encounter cards always sit on top of a Land card during play. So the encounter card's frame was being visually doubled by the Land's frame. I sketched two versions:
I sketched three boards on paper before opening Figma:
Mentor feedback: Jeremiah pushed back on my first map board sketch — called it “daunting to look at.” That feedback became its own iteration: simplify the placement grid, reduce the marginal text density.
Designed in Figma over two weeks. 16 icons for the type/subtype system, 12 encounter cards, ~30 action cards, three boards. Exported as Tabletop Simulator decks for the next user session round.

Each of the 4 Types got a primary icon (combat, control, support, soft-PvP) tinted in its Type color. Each of the 12 Subtypes got a secondary icon. On a card you read the Type icon first (color +shape) and the Subtype icon second — matching bonuses become recognition, not lookup.
Action cards followed a strict template: name and dice icon at the top, art in the middle, Type/Subtype icons in a fixed bottom-right cluster, flavor text minimized. Encounter cards used borderless artwork as their full background, with the Land card providing the frame at play time.
Player, Shop, Map. The Player Board has deck and discard zones with rules in the margin (“Draw 5 at start of turn,” “Discard remaining at end of turn”). The Shop Board has slots for items and prices, with the shop rules in the margin. The Map Board has numbered zones for the 12 lands with timing rules.
Implementation note: Building a strict card template paid off the same way the button-feedback system did on Idle Crops — once the system existed, each new card cost minutes instead of an afternoon. The icon set was the slow part; everything that used the icon set was fast.
Four more unmoderated sessions (#3 through #6) after the overhaul. Setup time dropped, the “I get it” moment moved earlier, and the feedback shifted from “I don't understand this” to “tune these numbers” — the signal that the interface was no longer the bottleneck.
Setup time: ~5 minutes (down from ~15).
Worked: Players self-paced. The “I get it” moment came in turn 1 or 2. No one asked where to put their discard.
Didn't: The Map Board's numbered zones were still confusing on first encounter — players placed the first land in the wrong slot.
Changed: Added a directional arrow and a “1” emphasis on the first slot.
Focus: Economy and pacing. Shop pricing, reward amounts, day-to-day difficulty scaling.
What this signaled: Feedback had shifted from “I don't understand this” to “this feels too easy/hard.” That's the signal that the interface was no longer the bottleneck — remaining work was numerical.
Feedback was specifically about balance. Jeremiah's exact framing: “the fact that feedback is specifically related to balance means you're close.”
What the feedback progression showed: Week 4 — “I don't understand this.” Week 6 — “I understand but it's too much information.” Week 7 — “The information is clear but the numbers are off.” Week 8 — “Just tune the numbers.” Each iteration solved the top-priority problem and revealed the next layer underneath.
Same systems, same numbers (mostly), same artwork in many cases — just a different approach to information surface. The mechanical complexity didn't change; the interface caught up to it.




Mentor feedback: Jeremiah specifically recommended showing the old-vs-new comparison in the portfolio — “to show the iterative leap from first playable to finished version.” This is that comparison.