Guiding Player Attention with a Scalable Notification Badging System


Context

Diablo Immortal is a mobile multiplayer game. Its red dot notification system was originally implemented without UX guidance—built reactively by feature owners to drive engagement. Over time, this created cluttered, overlapping alerts that confused players, obscured priorities, and disrupted onboarding.

I identified the opportunity to redesign the system to better support player attention, especially in a live game environment where new features and content drop frequently.

My Role

Owned the initiative end to end—from identifying the problem to driving adoption

Led discovery sprint

  • 4 user interviews

  • 12-person survey

  • Partnered with User Research + Data Analyst for deeper insights

Crafted and pitched solution

  • Presented system to internal leadership and NetEase co-dev partners

Integrated into pipelines

  • Partnered with QA + Production to build testing guidelines

  • Improved engagement and cross-team efficiency

Research

  • Players spent up to 60 minutes clearing red dots before engaging with gameplay

  • Notifications didn’t clear properly or surfaced irrelevant info

  • Red dot overload disrupted onboarding, especially during new feature rollouts

  • Inconsistent patterns caused confusion—players couldn’t tell what was important or actionable

  • Forum complaints echoed these themes, with players expressing frustration and notification fatigue

Strategy

My goal: reduce friction while still supporting discoverability for important, time-sensitive content.


To do this, I:

  • Mapped the full red dot system to reveal redundancies and logic breakdowns

  • Grouped notifications by intent and player expectations (e.g., reward, action required, new content)

  • Defined a prioritized interaction model that respected urgency without overwhelming

  • Ran a card sort activity to organize our Notifications Hub around player mental models

  • Introduced behavior-driven prioritization logic based on engagement and feature state

Implementation

I created and socialized a unified set of UX guidelines and success criteria for red dot use, including:

  • Clear logic for when alerts appear and resolve

  • Interaction patterns tailored to feature context

  • Visual treatments for urgency tiers


To ensure adoption and long-term maintainability, I:

  • Created a JIRA epic for backlog cleanup and systemic fixes

  • Partnered with QA to flag logic bugs and inconsistencies going forward

  • Trained designers and engineers on scalable alert design

  • Shared findings with our NetEase co-dev partners for cross-team alignment

Deliverable

This handbook now serves as the source of truth and rationale for notification patterns across the game in conjunction with its addition to our overall design system component library.

Results & Next Steps

  • Increased engagement with live features by reducing player avoidance of cluttered menus

  • Faster onboarding for new content—players found what mattered sooner and felt less overwhelmed

  • Scalable system adopted across seasonal content and new features, reducing UX debt and support overhead

Next, we are continuing to roll out retroactive fixes while slimming down redundant components.

say hi!
shelley.wang08@gmail.com
linkedin↗

say hi!
shelley.wang08@gmail.com
linkedin↗