I’ve started work remaking my prototype inventory menu recently and I’m looking to design a fluid UX for mobile and computer. This is what my prototype UX looks like now:
There are two inputs required by this backpack system. A way to equip an item to the hotbar and a way to open a prompt to drop a given amount of an item. I want to try to make it clear how to do both of these actions while keeping the experience fluid on both computer and mobile.
How would I go about doing this? How do I communicate the functionality without being intrusive and still maintain efficient use?
The way I see it, a tutorial is still somewhat intrusive. Ideally, such a UX could be designed so that based off prior knowledge and assumptions of the visuals, the inventory menu could be learnt without something telling them.
I would suggest adding a small bar following the same style, with the inputs needed and a tiny description of what they do. This is probably the most direct without being very intrusive.
Due to the possibility of multiple actions for some items (ones you could equip and drop) maybe there could be a context menu that pulls up and provides you with buttons to click for specific actions to prevent the possibly of somebody accidently dropping or equipping an item. Something like this would probably be more effective on mobile, yes?
A context menu would be a better direction to go, maybe some type of “?” or “!” logo could be pressed which would bring up a screen which covers the inventory menu so it doesn’t take up more space than is allowed.