Marathon UX Audit & UI Redesign

UX audit / interface redesign

Complex menu flow Inventory systems Pre-match setup

UX audit and interface redesign for a confusing extraction-shooter menu flow.

Focused on navigation, loadout clarity, item comparison, and reducing friction before match start.

Problem

The original menu split related actions across too many screens.

Outcome

I redesigned the pre-match flow so players could understand blockers, loadout, party, map, and contracts from one hub.

My Role
UX audit, flow mapping, interface redesign, and interaction states.
Timeline
Self-directed audit sprint focused on common pre-match tasks.
Platform / Type
Desktop interface audit for pre-match menus, inventory, and loadout setup.
Tools
Figma, UX audit notes, flow diagrams, and UI prototyping.
Design process

Jump to a stage of the case study.

Video walkthrough Watch the Marathon UI audit breakdown Starts at 5:04
Problem

Related actions were split across deep menu paths, making pre-match setup feel slower than it needed to be.

Solution

Group loadout, vault, party, map, contracts, and search into a clearer run-prep flow.

Result

Players can scan blockers, compare gear, and make pre-match decisions without bouncing between screens.

The Problem

The menus were the game.

Not in a good way. Players spent more time navigating screens than actually playing: five or six levels deep just to reach basic items, with Loadout and Vault living in completely separate places with no way to compare gear between them.

P-01 Critical

Navigation Depth

5 to 6 menu levels to reach common items. Vault, Codex, and Contracts are siloed with no cross-access.

P-02 Critical

Disconnected Flows

Loadout and Vault are separate with no link. Players prep a run without seeing available gear.

P-03 Critical

Visual Overload

Too many elements compete for attention on each screen. Players cannot tell what is actionable and what is decorative.

P-04 High

Tooltip Hunting

No comparison view. Reading stats requires hovering each item individually and memorizing between hovers.

P-05 Medium

No Shortcuts

No way to jump directly to key screens. Every session means re-navigating the same deep paths.

P-06 Medium

Controller Bias

The interface appears designed for controllers first. Mouse navigation feels slower and less direct than it should on PC.

Audit Evidence

Improvement was measured as fewer context switches.

Because this was a self-directed audit, I did not claim production analytics. I judged improvement by navigation depth, memory load, and whether the next decision stayed visible.

TaskOriginal issueRedesign decisionExpected improvement
Start a runParty, map, contract, and loadout lived as separate checks.Create one Prepare Hub with blockers visible.Faster readiness scan before matchmaking.
Compare gearPlayers had to hover, remember, and re-hover item stats.Add side-by-side comparison inside inventory.Less memory work and clearer tradeoffs.
Manage loadoutVault and equipped gear were disconnected.Merge loadout, backpack, shell, and vault into one workspace.Fewer jumps between screens.
Choose shellRole, identity, and abilities were hard to judge quickly.Use large shell cards with ability and source details.Faster selection with less inspection friction.

Research

Players named the friction.

The complaints were not vague. Players pointed at navigation, inventory control, and disconnected prep flows.

"I will return this game until they change the UI. Why can I not multi select inventory items? Why is navigation in menus awful? This is literally insane for Bungie to have done."

Steam - Navigation

"Marathon's UI is a headache that I fear will send me right back to Arc Raiders - tedious even for Bungie, grandmaster of ridiculous Destiny currencies."

GamesRadar - Overall UX

"The loadout bars should just be on the main menu. I should be able to click armoury, vault etc from the first menu."

Community - IA Structure

"I genuinely dread how the inventory screen looks and how disconnected it is from the Vault, like why?"

Community - Disconnected Flows

The Flow

Four common tasks took too many steps.

I mapped four common tasks through the original UI. Things that should take two or three steps took up to 21.

01 - Starting a Game Original task flow
Task flow diagram for starting a game in Marathon
02 - Changing Shells Original task flow
Task flow diagram for changing shells in Marathon
03 - Changing Weapon Skins Original task flow
Task flow diagram for changing weapon skins in Marathon
04 - Comparing Items Original task flow
Task flow diagram for comparing items in Marathon

The Fix

The first screen becomes a run-prep dashboard instead of a doorway to more menus.

Redesigned Marathon main menu Before After
Drag to compare the original main menu against the redesigned Prepare Hub.

Final Design

Loadout and Vault in one workspace.

The original Loadout and Vault treated the two most connected actions as separate chores. I rebuilt it as one working table where equipped gear, runner state, and stored items stay visible together.

Redesigned Marathon inventory Before After
Drag to compare the original inventory against the unified Loadout and Vault redesign.

Final Design

Shell choice reads faster.

Shell choice had to read as gameplay and identity at the same time: role, abilities, visual style, and source all needed to be clear before equipping.

What Changed

Less memory work before matchmaking.

Decision 01

Surface readiness before matchmaking. Players can see blockers, party state, loadout, contracts, and map selection from one hub.

Decision 02

Compare on-screen, not from memory. Loadout and Vault are merged so players stop memorizing stats between hovers.

Decision 03

Dense where it should be. The inventory carries more information than the hub because preparation is a different task from launching.

Reflection

What I would test next.

The redesign should be tested against real pre-match tasks: readying up, fixing blockers, comparing gear, and switching shells.

Learned

Depth is not the same as complexity. Marathon needed detailed preparation information, not six layers of navigation.

Test Next

Time to ready. I would compare the original and redesign across common setup tasks and controller or mouse input.

Improve

Empty and error states. The next pass should cover missing gear, disconnected party members, and failed search states.