Eyewire Mystic Expansion
Creating multiple touch-points for the biggest release event for the academic game since its founding. 

Role
Lead UX Designer, Web Designer & Developer, Writer
Creative Director
Amy Robinson
+8.9%
players within the next 2 months

The Problem

The citizen science game Eyewire was preparing to add a new set of neurons for players to map. The goal of this non-profit company born of the Seung Lab at Princeton, is to map as many 3d renderings of brain cells for research purposes, and as such works to improve the speed at which this data is generated. So to account for this new premium data, the game expanded and created a new promotion tier for in-game moderators: Mystics. These players would need an adjusted, more powerful interface with added functions, my first deliverable. The second deliverable was a marketing website for the expanded data. My goals were to bring in new players by creating a new and fun experience across these deliverables.

Eyewire Synapse
A 3D rendering of a synapse, courtesy of Eyewire

Player Profiles: Scouts Scythes & Mystic Moderators

Before the expansion, the moderators of the full Eyewire data set were called Scythes. They were experts in outlining the cells, and were able to push the target models in which players would be scored based on percent of accuracy. This was coined Reap. Mystics would have exclusive domain over the newest data set which would only be available to higher scoring players, (a Zebra-Fish brain). Because of this additional responsibility and more data to cover, I decided the controls for these users should be simplified and more on brand in an effort to incentivize players to go for promotions with a more enjoyable and user friendly experience.

Here’s an outline of the player to moderator hierarchy

Players
Scouts
Scythes
Mystics

Deliverable A:
New Scythe/Mystic Interface

Scythes have different features and controls and were on the forefront of Neuron Mapping. Though the position was prestigious within the community, it’s interface was outdated and didn’t represent the player’s status. I contributed to this control design, and consistently iterated on this aspect to bring a more vibrant and fun experience to the game and bringing a more science fiction look to the interface.  

The previous Scythe UI Design
Old UI

Architecture

There were two final UI’s to design for. I outlined the respective actions needed as well as the ideal interaction for this.

Overview
Reaping Interface

Process

Demonstrated here are the vast number of ideations on the interface, experimenting with layouts and colors, hover & click states.

Click here!

*The Toggle Switch

I am very proud of this interaction for a couple reasons. Firstly I hypothesized this would work when switching between two modes instead of using a typical toggle a la Material or Apple. I came to this idea from a simple inspiration: a light switch. Though the team and I had some doubts as to its usability, there were not only no complaints but no comment on the interaction at all, bringing new life to the phrase “good design is invisible”.  

Final Design

I went through all these ideations of mine and chose the most on-brand selections. After some staging tests with live player Scythes we had established the most functional and usable interfaces tracking revision times and cubes revised per session (indicating speed & enjoyment). By the finals we implemented an additional “Next” button for Scythes to quickly cycle through cells.

Release Video demonstrating the new UI

Deliverable B:
Narrative Website

Working with illustrators and the Creative Director I used my design and narrative skills to improve the storytelling both verbally and visually. The website needed to be palatable and fun, many of the user demographics were schools from late elementary all the way to university level. Studying children’s picture books structure and translating the back and forth of image and text into a web interface also gave me the realization there is a little flexibility in motion but also the pacing of the story. My contributions to the narrative and structure of the site earned me a writing credit.

Architecture

This site had 3 distinct page categories each with their own unique design.

Mystic Narrative
Heroes
Science

Mystic Narrative

I designed this page with more drama to differentiate its function as a narrative site. I utilized the dark of the game’s interface as a distinction for the sections in which the characters were in the Eyewire world.  
gif of Narrative Site
A video overview of the Heroes of Eyewire

Heroes

During this process I also decided to create a page dedicated to the characters that drive the narrative as there’s no concrete version of this in the game. It was important to give each character a sort of pedestal to highlight traits and motives for players and future writers.  

Science

Being a science oriented game it was also important to highlight the science of the game and what its goals were for new players or for scholarly purposes. I researched and interviewed the team at SeungLab to better understand the direction this site should have: a more academic yet friendly aesthetic. This site in tandem with the Mystic narrative improved SEO for the game relevant to neuroscience.  

Science Site Layouts
Layouts of every page in the Science Category

Impact

Within the first year since the shipment player base increased from and avg. of 856 players per month to 933, an 8.8785% jump. Because of this the player base was able to complete the Zebrafish data expansion within 2 years, a record time for new data sets.