Design Lessons from Elizabeth Hargrave for Video Game UI/UX Teams
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Design Lessons from Elizabeth Hargrave for Video Game UI/UX Teams

UUnknown
2026-02-19
9 min read
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How Elizabeth Hargrave’s Sanibel and Wingspan teach digital UX teams to build clearer, more accessible game UIs.

Design Lessons from Elizabeth Hargrave for Video Game UI/UX Teams

Hook: Struggling to make your digital board game or video game UI usable, welcoming, and truly accessible? If your players abandon tutorials, complain about tiny icons, or need a friend to explain the rules, you’re not alone. Elizabeth Hargrave’s recent board designs — most notably Wingspan and her 2026 release, Sanibel — offer a concise, player-first blueprint that translates directly into concrete UI/UX improvements for digital and hybrid games.

The core problem: board-to-screen friction and accessibility gaps

Physical board games like Wingspan and Sanibel solve accessibility by using tactile pieces, clear iconography, and player-focused ergonomics. Digital adaptations often replicate mechanics but lose that clarity: icons become tiny HUD clutter, rule text gets buried, and onboarding assumes perfect vision, hearing, and working memory. For teams building online play tools, digital adaptations, or print-and-play resources, this creates churn, poor retention, and frustrated communities.

Why Hargrave’s design approach matters to UI/UX teams

Hargrave’s games are celebrated not just for theme, but for human-centered details: shape-coded components, consistent visual language, and accessible variants. These are not ornamental choices — they’re usability decisions. In 2026, with platform-level accessibility improvements and AI-driven personalization becoming mainstream, translating those physical-first heuristics into digital UI/UX delivers measurable gains in onboarding, session length, and social retention.

"When I design, I think about who I want at the table — my dad, people who might find small text difficult, and players who want to relax and learn quickly." — paraphrase of Elizabeth Hargrave's design intent from 2025–2026 interviews

Immediate UI/UX Principles to Adopt (high-level)

  • Design for multiple senses: pair visuals with sound, haptics, and narration.
  • Use redundant coding: color + shape + label to identify resources and actions.
  • Reduce cognitive load: show only relevant options, progressive disclosure for rules.
  • Make rules discoverable: sandbox, examples, and one-click explainers.
  • Allow player control: adjustable text, HUD scaling, timer flexibility, and optional automation.

From Sanibel & Wingspan: Concrete Design Translations for Digital Games

1) Redundant coding: color + shape + text

Wingspan designers made iconography readable at a glance; Sanibel’s shells and bag metaphor add shape and tactile meaning. In digital UI:

  • Always pair color with shape or icon. For instance, shell types should be color-blind-friendly palettes plus distinct silhouettes.
  • Provide textual labels on hover, and persistent labels for accessibility modes (large-print HUD).
  • Include an icon legend that can be printed (print-and-play) or toggled on-screen.

2) Physical affordances → digital affordances

Sanibel uses bag-shaped boards and tactile shells; translate that into digital inventory and drag-and-drop mechanics with meaningful feedback:

  • Implement a bag inventory UI that visually fills: animate shells dropping in, include a progress ring and verbal narration for screen readers.
  • Offer multiple interaction modes: drag-and-drop, keyboard focus navigation, and single-click placement for controller users.
  • Use haptics on supported devices and short audio cues to confirm actions (2025–26 consoles and phones have richer haptic APIs).

3) Transparent systems: show probabilities and consequences

Hargrave’s games often make scarcity and abundance legible. Digital UIs can go further:

  • Display live probabilities for randomized draws (e.g., remaining shell distribution) and provide textual explanations on demand.
  • Offer an optional “explain move” overlay that breaks the game state into cause → effect steps.

4) Progressive, adaptive tutorials

Rather than a single long tutorial, Wingspan’s clarity comes from small, repeatable actions that build competence. Implement:

  • Micro-tutorials that trigger when players first encounter a mechanic, with the ability to replay specific topics.
  • Adaptive pacing powered by simple analytics: if a player repeats an action slowly or makes errors, offer a slower tutorial variant or a practice sandbox.
  • Contextual, example-driven tooltips. For rules that are conditional, show a one-line summary plus a short example animation.

5) Rule variants and optional automation

Hargrave often designs variants for accessibility. Digitally, give players choices:

  • Toggle “assisted mode” which does routine bookkeeping (score tallying, resource math) and explains why a change happened.
  • Offer simplified rule sets for casual play or for players with cognitive accessibility needs.

6) Multi-modal feedback and narration

Sanibel’s tactile components map to satisfying audio and haptic feedback. Digital implementations should:

  • Provide full narration for menu text, card text, and end-of-turn summaries—compatible with platform TTS and custom voices.
  • Use short, non-intrusive sound cues tied to consistent actions (collect, place, score) and allow players to tailor sound density.
  • Support closed captions and descriptive audio for broadcasts and spectator modes.

7) Accessible timers and pacing

Board game pacing is social; digital timers often rush players. Improve timing mechanics:

  • Make timers optional and provide adjustable durations per player or per match type.
  • Offer “grace time” and soft prompts before auto-skipping, with clear HUD indicators and verbal warnings.

8) Clear victory and progress signals

Both Wingspan and Sanibel use clear victory cues. Digitally:

  • Show a persistent progress bar or scoreboard with tooltips explaining how each action affected the score.
  • At game end, provide a narrated scoreboard breakdown and suggestions for improvement (e.g., “You missed double-shell combos twice”).

Practical Implementation Checklist (for teams)

Below is a developer- and designer-facing checklist you can implement in sprints. Each item maps to a Hargrave-inspired usability principle.

  1. Icon System: Create a modular icon set with shape-first designs and export SVGs for scaling. Include 3 colorblind palettes.
  2. HUD Scalability: Implement responsive scaling that preserves layout at 200% UI scale and supports large-print mode.
  3. AR/ARIA & Labels: Add semantic labels for every interactive element and test with VoiceOver and TalkBack.
  4. Audio & Haptics: Wire event-driven audio with an accessible toggle and basic haptic patterns for supported platforms.
  5. Tutorial Engine: Build a micro-tutorial system (step triggers + replay) and instrument with analytics to detect confusion signals.
  6. Assisted Mode: Create bookkeeping toggles that can be turned on per-player in lobby settings.
  7. Print-and-Play Outputs: Export printable icon legends, large-print card summaries, and a simplified rule sheet.
  8. Playtesting Protocol: Recruit players with diverse abilities, run screen reader sessions, and log pain points into a public issue board.

Testing and QA: From lab to live players

Hargrave’s iterative, player-centered approach is a blueprint for testing. Make this standard:

  • Run mixed-ability playtests every sprint, including sessions specifically for low-vision and cognitive accessibility testing.
  • Use remote usability tools to record hotpaths and drop-off points during onboarding; instrument drop-off triggers to spawn in-app help.
  • Maintain a public changelog of accessibility fixes — transparency builds trust and increases community contributions.

Online Play Tools & Digital Adaptations: Platform Considerations (2026 lens)

Late 2025 and early 2026 saw platform makers expand accessibility APIs and AI personalization on consoles and OS. Use these to amplify Hargrave-inspired UX:

  • Integrate platform-level voice commands for common actions (e.g., "draw shell", "end turn") where supported.
  • Leverage on-device AI to auto-generate simplified rule summaries and example scenarios for players who opt in.
  • Support asynchronous play with clear, accessible notifications and a robust move history that explains changes in plain language.

Hargrave’s games invite community creativity — digital teams should make print-and-play and community creation frictionless:

  • Provide downloadable high-contrast reference sheets and large-font rule summaries that match the game’s visuals.
  • Offer template files (SVG/PNG) for custom components so players can create tactile tokens at home.
  • Host a community repository for accessibility mods (alternate icon packs, font sets) and moderate contributions.

Advanced UX Strategies: AI and Personalization (2026-ready)

Now that lightweight on-device AI and server-side personalization are widely available, use them to implement Hargrave-like clarity at scale:

  • Smart tooltips: AI summarizes the current board state in one sentence and suggests the top 2 moves with reasoning.
  • Adaptive icon density: UI density adjusts based on player history — experienced players see compressed HUD, newcomers see extra guidance.
  • Auto-translation + cultural adapts: Dynamic text and icon localization tuned to regional accessibility norms (text size, line length, font weights).

Case Study: Translating a Sanibel Shell Draft into Digital UX

Walkthrough: You’re building a digital version of Sanibel’s shell-draft mechanic. Apply Hargrave lessons in three steps:

  1. Visual Language: Design shell icons with distinct silhouettes and ensure they scale to 24px without loss of recognition. Provide a toggle to enlarge tokens to 48–72px in accessibility mode.
  2. Interaction Modes: Implement drag-and-drop with fallbacks for keyboard (arrow + Enter) and controller (focus + button). Provide an “auto-place” option for assisted players.
  3. Feedback & Explanation: On selection, play a short audio cue, animate the shell moving to the bag UI, and show a one-line explanation of the effect. Allow players to expand that into an example animation that rewinds and replays the last action.

Measuring Success: KPIs to Track

Use the following metrics to validate accessibility-focused changes inspired by Hargrave:

  • Onboarding completion rate (target uplift after micro-tutorial rollout)
  • Time-to-first-complete-game (lower is better but watch for preference of longer sessions)
  • Error rate on primary mechanics (misclicks, rule mistakes)
  • Retention at 7/30 days for players who used accessibility features vs those who did not
  • Support tickets mentioning "confusion", "small text", or "unclear" (aim for reduction)

Common Pitfalls and How to Avoid Them

  • Avoid: Overloading audio/animation for every action. Fix: Offer density settings and non-intrusive defaults.
  • Avoid: Using color as the only differentiator. Fix: Add shape and label redundancies.
  • Avoid: One-size-fits-all tutorials. Fix: Instrument and branch tutorials based on player performance.

Final Thoughts: Why This Matters in 2026

Players in 2026 expect inclusivity as a baseline. Hargrave’s physical-first, people-focused choices provide a tested template: make information legible, actions satisfying, and systems explainable. As platform accessibility APIs and AI personalization mature, teams that translate these board-game heuristics into digital affordances will unlock wider audiences, deeper community engagement, and more resilient online play ecosystems.

Actionable Takeaways — Your Week 1 Sprint

  • Run a 2-hour playtest with a mixed-ability group and record the top 3 pain points.
  • Create an icon legend and export a large-print rule PDF for print-and-play sharing.
  • Implement one assisted automation (score tally or auto-place) behind a lobby toggle.
  • Instrument onboarding to track tutorial completion and one confusion metric (e.g., time spent idle during first turn).

Call to Action

If you’re building a digital board game or updating an online play tool, start small but ship thoughtfully: pick one Sanibel/Wingspan-inspired change this sprint and measure its effect. Want a ready-made checklist and printable icon legend template to get started? Join our developer loop at gameboard.online to download a free accessibility starter pack, share your prototypes, and get feedback from designers who’ve applied these patterns in live games.

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Related Topics

#design#UX#accessibility
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2026-02-19T02:13:30.121Z