Simplifying Complex Decision Interfaces : 17 Systems Shipped, Zero Redesigns Required

Simplifying Complex Decision Interfaces : 17 Systems Shipped, Zero Redesigns Required

Created
Jan 25, 2026 4:53 PM
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Role: Senior UX Designer

Duration: 2021 – Present (5 years)

Team: Solo designer, working with Game Designers, User Interface team, Gameplay Programmers, and Product Owners

Client: Ubisoft Bucharest — The Division 2 (Live service, 2M+ active users)

The Challenge

The Division 2 is a complex beast. Deep customization, gear optimization, talent trees, mod systems, seasonal content — the kind of product where users make dozens of meaningful decisions per session. Here's the problem: some of those decisions took way too long. Core tasks needed 5-6 steps across multiple screens. Users made mistakes. They got frustrated. They asked the same questions over and over in community forums. My job? Make it simpler without dumbing it down. Our power users wanted control. Our casual users wanted clarity. Both needed the same interface. Not easy. But that's the fun part, eh?

My Role

  • Led feature needs analysis for 17+ systems over 5 years
  • Designed user flows, UI mockups, and interactive prototypes
  • Created tutorial systems — steps, flows, instructional text
  • Shipped everything end-to-end, from concept to live release

Discovery

The Complexity Problem

Our users range from "I play 2 hours on weekends" to "I have spreadsheets optimizing my builds." The existing interfaces? Built for the spreadsheet crowd. Deep, powerful — and overwhelming for everyone else.

The symptoms were clear:

  • Core optimization task: 5-6 steps across 3+ screens
  • Same questions popping up constantly: "How do I do X?"
  • Errors on complex tasks
  • Power users tolerated the friction. Casual users just... left.

The Personas

We had 4 core user types from earlier research:

Persona
How they handle complexity
The Master
Loves it. Wants full control. Will tolerate friction for power.
The Pathfinder
Explores everything. Needs clear signposting or gets lost.
The Teamplayer
Follows the group. Needs obvious paths.
The Easygoer
Just wants to play. Hates friction. Will bounce if confused.

The challenge: serve all four with ONE interface. No "casual mode" cop-out.

Design Principles

After analyzing pain points across dozens of features, I landed on a few rules:

  1. 3 steps or less — Any core task. No exceptions.
  2. Progressive disclosure — Simple first, depth on demand.
  3. No dead ends — Every screen has a clear "what's next."
  4. Immediate feedback — User always knows what happened.

These became my north star for everything that followed.

Solution

Case Example: "Tinkering on the Go”

Here's a concrete one.

The problem: Users wanted to optimize their gear — recalibrate stats, improve equipment. The old way? Navigate to a specific location in the game world, access a dedicated workbench, go through multiple menus. 5-6 steps. Every time.

The insight: Users don't want "optimization" as a destination. They want to optimize in context — while checking their inventory, while prepping for a mission, while comparing items. Right there, right then.

The solution: One screen. All optimization actions. Accessible from anywhere.

Old flow, in 5 steps : the players needed to find the specific bench in the world, open a menu, open a second menu to choose the weapon category, then choose the weapons and then do what was needed
Old flow, in 5 steps : the players needed to find the specific bench in the world, open a menu, open a second menu to choose the weapon category, then choose the weapons and then do what was needed
New flow : open inventory, choose weapon, choose the option and do what is needed
New flow : open inventory, choose weapon, choose the option and do what is needed

What changed:

  • Single screen for everything
  • Clear visual hierarchy: what can improve, what's maxed
  • Contextual access: inventory, loadout, gear inspection — all entry points work
  • Exactly 3 steps: Select item → Choose optimization → Confirm

Done. No location required. No menu diving.

Some other Systems

Feature
What got simplified
Descent Inventory
Loot management for a whole new game mode
ISAC Mod Screen
Mod flow: obtain → verify → equip
Seasonal ESC Menu
All seasonal info in one scannable “dashboard”
Descent Talent Selection
Reduced decision paralysis in build creation
Priority Objectives
Daily/weekly goals with simple refresh. Feature design, flows, UI
Scouts 2.0
Timeline showing completed vs. remaining, UI & flows design from scratch
Store Redesign
VFX and other various tabs design
Descent AR Panel
Quick and easy way of making decisions in the new game mode
Seasonal Journey
System design from scratch combining a complex visual hierarchy of missions, objectives and their rewards
Season Pass
Navigation, UI, flows and general design of more than 100+ cosmetics
Event Pass
Navigation, UI, flows and general design for limited time cosmetic passes
Winter Event
Navigation, UI, flows and general design that shows community and personal progress with cosmetics and numerous metrics
User onboarding
Rework of the first hour of the game flow-wise, tutorial discovery and timing
Season Pass Multirewards
UI and general experience of what happens after level 100 in the Season Pass
Companion
Create a feature as simple as possible that lets a user obtain, compare and control an AI companion
From top to bottom, left to right : Season Pass, Seasonal Journey, ISAC Mod screen, Scouts 2.0, Priority Objectives, Descent Talent inventory menu
From top to bottom, left to right : Season Pass, Seasonal Journey, ISAC Mod screen, Scouts 2.0, Priority Objectives, Descent Talent inventory menu

Tutorials That Don't Suck

Complex systems need onboarding. But here's my philosophy: if your tutorial has to explain the UI, your UI is wrong.

Tutorials should teach concepts. The interface should be self-evident.

For each feature, I designed:

  • Tutorial steps and flow
  • Instructional text (clear, concise, action-oriented)
  • Progressive reveal (teach as they encounter complexity)
  • Skip option (respect the veterans)
An example of the first hour flow
An example of the first hour flow

Results

What we measured
What happened
Steps to complete core task
5-6 → 3 (50% reduction)
Systems shipped without post-launch redesign
17 of 17
UX support questions
Minimal to none
Task completion time (experienced user)
<10 seconds
Design longevity
Still in use years later

The "Zero Redesign" Thing

Let me explain why this matters.

In a live product with millions of users, shipping something that needs immediate fixes is expensive. Patches, hotfixes, community drama, trust erosion. It adds up fast.

17 systems. Zero UX redesigns post-launch.

That's not luck. That's process:

  • Feature needs analysis before design
  • User flows before UI
  • Interactive prototypes before development
  • Clear documentation for implementation

Front-load the thinking, avoid the rework.

Community Validation

Here's how I know it worked: when users DO ask questions about these features, the community response is usually something like "Oh that's easy, you just..."

The opinion shifted from common knowledge to self-explanatory. That's the goal.

What I Learned

1. Simplicity is achieved, not started with.

Every feature started complex. Simplicity came from iteration — removing steps, consolidating screens, questioning every element. K.I.S.S. is easy to say, brutal to execute.

2. Design for the extremes, win the middle.

If it works for The Master (power user) AND The Easygoer (casual), it works for everyone. Progressive disclosure is the cheat code. Simple by default, depth on demand.

3. Zero redesign is the real metric.

Speed-to-ship means nothing if you ship twice. The upfront investment in flows, prototypes, and documentation? Pays for itself every time.

How This Applies Beyond Gaming

Look, I know "video game UX" sounds niche. But look at the following things:

Enterprise challenge
Same problem, different context
Banking dashboards
Complex financial data → scannable decisions
Insurance policy tools
Multi-step applications → streamlined flows
Enterprise software
Feature-rich products → progressive disclosure
Any decision-support UI
Reduce cognitive load without removing power

The methodology transfers. Complexity is complexity & users are users.