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Thinking about a product from the perspective of a hero [Thinking about fictional UI]

Thinking about fictional UI

For the second theme of the Visual Communication Research Lab, we worked on the theme of "designing UI for a fictional world."
Among the many interesting ideas that came from the members, I decided to try making a product to help the hero in a game world.

A product for the hero

Target: The Hero

The hero I thought about this time is an open-world hero.
For example, someone like Link from Breath of the Wild. To save the world, they run around a vast world alone and keep fighting.
They are a sincere and honest person who challenges strong, massive bosses, dying and reviving over and over again to keep trying. They are basically silent.

The problem the hero faces: Even heroes are afraid of dying

By the way, in a game called Elden Ring that I was playing until recently, I get defeated 20 times by a single boss. No matter how many times you can revive, getting defeated is painful.

I took on this problem with the self-imposed enthusiasm that such tragedies must not be repeated!

Question: How can a hero practice without actually fighting?

Regarding this problem, I thought that if the hero could analyze and practice their combat without actually fighting, the number of times the hero gets defeated might decrease even a little.
I thought, why not make an analysis tool like the ones common in modern sports? However, I realized there were several problems with making that for a hero.

Problem 1: It is difficult to acquire data
The hero has some kind of weapon in both hands and moves around a lot, so filming is difficult.

Problem 2: When and where to practice?
The hero is cool and has high pride, so they don't want to have an appearance that doesn't look like a hero.
It must be something appropriate as a hero's possession.

I thought of an idea that could solve these problems.

Idea: Shield-type combat analysis tool

So, I found something that the hero always carries that is perfect for filming.
Yes, it is a shield.

I thought that by attaching a camera to the shield, I could record the opponent's attacks while fighting.
Furthermore, by blocking the opponent's attacks with the shield, I can measure the power of the opponent's attacks from the impact given to the shield. (Rough sketch below)

Usage image

By using this shield-type combat analysis tool, you can record the boss's movements and attacks as follows, and take them home for analysis and training.

1. Film the boss with the shield
2. In the first battle, focus solely on guarding to record the attacks
3. Take home for analysis and training

Actual analysis and training screen

Finally, I briefly created the actual analysis and training screen. (I'm a UI designer, but I spent way too much time on this...)

As a premise, I assumed the hero's media literacy isn't very high, so I haven't prepared any overly complex operations.

The list automatically displays enemies with the highest number of defeats (number of times recorded) at the top in a larger format.

Screen list


The details show the types of boss attacks and their respective evasion rates. Selecting one plays a video of the attack, allowing the user to practice the timing for dodging.

Practice dodging attacks

Thoughts after thinking about it

I really felt that thinking about an actual product is difficult. The one I came up with this time is also full of problems.

  • If you record with a shield, the screen will be a mess while you're being attacked

  • Can the camera even withstand that?

I ignored those aspects this time using the power of magic, but I realized that just stepping outside the screen changes the scope of what you need to consider entirely.

Realizing that UI is just a means by thinking about a fictional world

More than that, even though the theme this time was "Let's think about a fictional UI," I realized I spent most of my time thinking about the product rather than the UI.

However, I feel this wasn't a coincidence, but inevitable. I feel like I was reminded that the majority of a hero's (user's) life takes place outside the screen.

As a UI designer, I tend to try to solve problems on the screen, but I must keep in mind that it is a means, not an end, when I design.

↓ Other members are also working on interesting themes, so please take a look!


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