Design Lessons from Elizabeth Hargrave for Video Game UI/UX Teams
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.
- Icon System: Create a modular icon set with shape-first designs and export SVGs for scaling. Include 3 colorblind palettes.
- HUD Scalability: Implement responsive scaling that preserves layout at 200% UI scale and supports large-print mode.
- AR/ARIA & Labels: Add semantic labels for every interactive element and test with VoiceOver and TalkBack.
- Audio & Haptics: Wire event-driven audio with an accessible toggle and basic haptic patterns for supported platforms.
- Tutorial Engine: Build a micro-tutorial system (step triggers + replay) and instrument with analytics to detect confusion signals.
- Assisted Mode: Create bookkeeping toggles that can be turned on per-player in lobby settings.
- Print-and-Play Outputs: Export printable icon legends, large-print card summaries, and a simplified rule sheet.
- 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.
Print-and-Play & Community Tools
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:
- 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.
- Interaction Modes: Implement drag-and-drop with fallbacks for keyboard (arrow + Enter) and controller (focus + button). Provide an “auto-place” option for assisted players.
- 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.
Related Reading
- When Your Email Changes Mid-Semester: Best Practices for Students, Tutors, and Registrars
- Nostalgia in Beauty: Why 2016 Throwbacks Are Back and How to Wear Them
- Protect Your Tech Purchase: Warranty, Return, and Price‑Drop Tricks for Big Buys
- New-Year Sales Roundup: Best Time-Limited Savings on Aircoolers and Smart Accessories
- You Met Me at a Very Chinese Time: What That Meme Really Says About American Yearning
Related Topics
Unknown
Contributor
Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.
Up Next
More stories handpicked for you
Using Cashtags to Track Gaming Stocks: A Gamer-Friendly Intro
The Future of Mobile Gaming: Insights from OnePlus’s Rumors
ACNH Event Template: Host a Zelda-Themed Island Tour with Leaderboards and Rewards
How Nintendo’s Cross-Promos (Lego, Amiibo, ACNH) Affect Storefront Curation
Remembering the Impact of Robert Redford: A Creative Legacy in Gaming
From Our Network
Trending stories across our publication group