Platform: Mobile
Release: 2024
Availability: Google Play, App Store
Genre(s): Simulation
Mode(s): Single-player, Multiplayer
Team Size: 8
Engine: Unity
Role(s): Project Lead, Primary Game Designer, Content Design, System Design, UI Design, UX, Concepting, Playtesting, Writing, Sound Design, Quality Assurance
What It Is
On Register is a casual simulation game in which players work at a café taking customer orders as accurately as they can.
What It Does
On Register provides people with the opportunity to practice key skills related to fluent use of a point of sale interface.
Why It Matters
While many are able to learn how to use an ordering system on the job, some require a space that enables them to practice in a safe environment. On Register's point of sale interface is inspired by real-world software, so if someone decides to take the next step and become a real cashier they can feel confident knowing that it isn't their first time behind the counter.
A Lighthearted Simulation for Practicing Real-World Job Skills
3-min read
On this page you’ll find:
My approach to user experience design
How I explore concepts visually and communicate ideas with teammates
Iteration informed by user feedback
UI design examples
Continue reading to learn more about how On Register came to be and my role in its development.
Concept & Prototype
On Register was designed to help players practice using point-of-sale (POS) systems. I began by researching POS software through publicly available references and tutorials to understand common workflows and interfaces.
After sketching initial concepts, I used Photoshop to create sequences of UI ideas illustrating player input, feedback, and overall flow. These sequences allowed rapid discussion and iteration within the team, helping us explore different interaction approaches efficiently.
Early Prototyping
To focus on core interactions, we prioritized key elements like product categories, options, and checkout flows. Using sketches and visual sequences, I demonstrated how players might interact with the system. These visual explorations guided conversations about clarity, simplicity, and usability.
During this phase, I also discovered and prototyped a low cost way to incorporate a multiplayer mode, a feature included in the released title.
Playtesting & Feedback
The prototype was playtested with a representative audience. I observed these sessions, documenting player reactions and summarizing recurring patterns. Key insights included:
Some interactions were confusing or unclear, such as interactions when asking for customer info. This feedback highlighted the need to simplify and clarify certain tasks within the gameplay flow.
Players responded positively to playing as a cashier, especially when seeing and hearing the generated customers. This revealed an opportunity to enhance the system for better clarity and realism.
Certain UI elements, especially those related to organizing fictional products in the POS system and providing clearer feedback on player performance, required simplification and better guidance.
These insights directly informed adjustments to the user interface, gameplay flow, and feedback systems to improve clarity, engagement, and replay value for the next iteration.
Iteration & Design Refinement
Based on playtest outcomes, I explored multiple approaches to improve clarity and engagement:
I refined interface layouts to highlight important information, remove extraneous or potentially distracting elements, and ensure greater consistency in placement for a more intuitive user experience.
I created visual mockups and concept sequences and organized them on Miro to experiment with side-by-side comparisons of feedback systems and score screens, exploring ways to better communicate player performance.
I tested various menu structures and narrative onboarding flows to provide better context and guidance, helping players navigate the game more easily.
Audio & Immersion
To think about sound design sooner rather than later, I integrated placeholder audio concepts. To achieve this, I found free-to-use assets and placed them over gameplay footage in Premiere. This helped simulate feedback and mood early on without requiring additional efforts from programming.
Product Updates
I contributed to the design of the in-game menu and options, ensuring that choices were clear, meaningful, and fun for players. Iterative adjustments were made to simplify ordering flows while maintaining variety in options.
Release & Retrospective
On Register eventually debuted publicly. Reflecting on the project, I identified opportunities for future improvement, including:
Adding richer interactivity with characters, such as more nuanced customer requests and reactions.
Expanding gameplay beyond basic transactions. As someone with firsthand cashier experience, I understand the challenges and satisfaction of running a smooth checkout process, and I saw opportunities to deepen that aspect of the game.
Adding modes that build on the basic premise in interesting and challenging ways to maintain player engagement.
Key Takeaways
The importance of early playtesting, especially when determining the effectiveness of feedback systems.
The usefulness of iterative visual communication for driving team discussions.
The value of paper prototyping and unconventional thinking when exploring new game modes.
Commercial material used under fair use for portfolio purposes. © 2025 Bryon Lagania