Live Iteration Log

New Patch v2.0 Incoming

You are currently viewing the Legacy Build (v1.0) of this case study. I am actively refactoring the UI to align with my 2025 Design System.

The UX Data is Stable, but the pixels are getting a remaster. Check back soon for the HD release.

Process Architecture

To bridge the gap between Spatial Immersion (VR) and Precision Input (PC), this case study strictly adheres to the MDA (Mechanics-Dynamics-Aesthetics) Framework.

This game design methodology was selected to isolate the shared logic from platform-specific inputs, ensuring that the verified emotional result (Aesthetics) remains consistent even when the interaction model (Dynamics) changes completely.

Click to Download MDA Framework (Mechanics-Dynamics-Aesthetics)

Sizzle
City

Culinary Chaos Prototype
Product Mission

What began as experimental R&D into haptic technology evolved into a marketable desktop product strategy. The goal: Translate the physical sensation of "cooking" into a viable Steam release without losing the brand's cozy, chaotic soul.

Role UX Research & Strategy
Status Interactive Concept (Figma)
Accessibility Ambidextrous UI Toggle
(Left/Right Handed)
Growth Strategy Global Localization Plan
Ashley Avatar

Phase 1: Empathize

The Modality Gap

Defining the user conflict between Immersion and Precision.

VS
VR / Spatial
  • Physical Presence
    Users expect to "be" the chef, utilizing gross motor skills (arms/body) and the "Golden Zone" of reach to interact with ingredients.
  • Diegetic UI
    Floating 2D menus break immersion. Interfaces must exist as physical objects (cookbooks, tickets) within the 3D world space.
PC / Steam
  • Input Precision
    Users expect rapid, micro-interactions. The loop focuses on optimizing workflows using mouse clicks and keyboard macros.
  • HUD Overlays
    Immersion is secondary to information. Users rely on static screen-space overlays (timers, inventory slots) for efficiency.
Matthew Bacon

Matthew Bacon

The Optimizer
"I don't have time to 'explore'. I want clear objectives, quick feedback, and safe progression."
Core Motivation

Matthew is a goal-oriented Steam player. Unlike VR users who enjoy "messy physics," he views clutter as an obstacle. He optimizes for speed.

Character Stats
Tech Literacy
Patience
Risk Tolerance
UI Implication

Requires explicit HUD overlays and linear onboarding. "Sandbox" elements must be togglable.

Ashley Avatar

Phase 2: Define

Spatial Architecture Wireframe

Spatial Architecture

The "Curved Canvas" Spec

Designing for VR within a 2D tool like Figma requires strict ergonomic boundaries. I created a custom perspective grid to simulate a Parabolic Cylinder, ensuring all UI elements fall within the "No-Strain" neck rotation zone.

Canvas Dimensions 2815 x 1425 px
Max Neck Rotation 30° (Comfort Limit)
Active Zone Center 60% (Red)
Tooling Figma + Perspective

Priority "Pass"

Feature Prioritization (MoSCoW Method)
Priority 1 Must
  • Mouse Precision Direct manipulation of tools and ingredients.
  • Visual Feedback Sizzle sounds & steam visual cues.
  • Adaptive Pacing User-controlled recipe speed.
Priority 2 Should
  • Accessibility Left-Handed Mode Toggle (Keybinding).
  • Tutorials Contextual "First Recipe" onboarding.
  • Chef Notes Real-world cooking tips overlay.
Priority 3 Could
  • Cosmetics Unlockable avatars (e.g., Cat Hat).
  • Multiplayer Co-op lobby for collaborative cooking.
  • Ranked Mode Star-rating system for speed runners.
De-Scoped Won't
  • Physics Throwing Removed to reduce "messy" clutter.
  • Voice Chat Excluded to prevent toxicity.
  • Spatial Inventory Replaced by static HUD slots.
Ashley Avatar

Phase 3: Ideate

Adaptive Logic Flow

Accommodating User Preference

I restructured the game loop to address the key friction point: Handedness. By creating a logic branch before the tutorial initializes, we prevent players from learning "backwards" muscle memory.

  • Start: Added "Click to Enter" to sync GIF loops.
  • Logic Branch: Inserted Handedness Check before Tutorial.
  • Result: Controls bind dynamically to Left/Right.
Click to Enter
Select Hand?
Right Bind (Default)
Left Bind (Toggle)

The Fidelity Leap

From Spatial R&D to PC Product

The project began in VR/Spatial (Sketch & Greybox) to establish the ergonomic "curved" boundaries.

Once the layout was validated in the headset, I translated that curvature into a 2D Desktop Interface, retaining the immersive "cockpit" feel while optimizing for mouse-and-keyboard input.

01. Concept Sketch VR R&D
FOOD ITEM
02. Greybox Prototype VR R&D
Lofi VR Greybox
03. Final Interface PC / Steam
Final High Fidelity PC Desktop UI
Ashley Avatar

Phase 4: Prototype & Test

Thematic Analysis

Synthesis of Survey & Interview Data
Intuitive Immersive Cozy Whimsical Problem-Solving
4.86
Clarity Score (Avg)
Code: Confusing Locked Content User Feedback

"I didn't understand the character select screen... not being able to click them. I don't know if those get unlocked later."

Action Plan

Reduce Visual Load: Add explicit tooltip text to locked items explaining unlock criteria to better instruct the user.

Code: Missing Highlight User Feedback

Users struggled to find the "Next Step" prompt during the chopping minigame.

Action Plan

Visual Cues: Add a pulsing highlight effect to the 'C' button UI element when a task is complete.

Code: Ambiguous Reward Selection User Feedback

Unsure if selecting rewards or sampling them; 2 highlighted items were unclear.

Action Plan

Explicit Call to Action: Add text "Please choose ONE of your rewards" to clarify the mechanic.

REC • SESSION_04
Ashley Avatar

Reflections & Roadmap

Production Ledger

Final Transformation Log
Ref: Sizzle_City_Gold
Build: v1.0 (PC)
Haptic R&D Original Scope
Physical weight simulation was removed due to hardware constraints on PC. Focus shifted to visual/audio feedback.
Dropped
Immersion Modality Shift
Successfully translated "Body Movement" mechanics (VR) into "Precision Input" workflows (Mouse/Keyboard).
Adapted
Diegetic UI Interface
Converted 3D world-space tickets into static HUD overlays to improve readability and reduce cognitive load.
Shipped
Handedness Accessibility
Integrated logic branch for Left/Right toggle. Verified by user testing to reduce muscle memory confusion.
Verified