Favorite Objectives

The feature allows users to pin specific seasonal or milestone challenges to a dedicated shortcut menu.

Released in September 2025 global launch of FC26, the Objectives Favorites is a streamlined tracking system that allows users to "bookmark" seasonal or milestone challenges, granting them the ability to view live progress and requirements directly from the pause menu during the match.

In close collaboration with Production and Game Design I led the UX vision for FC 26's Objectives Favorites, translating user research and complex gameplay requirements into intuitive wire flows and high-fidelity prototype for implementation.

Fc news

Product

FC Console

skills

Product design Stakeholder management Interactive prototype Research and analysis

MY role

Feature Owner - Experience Designer

Timeline

Timeline

Problem

High Cognitive Demand

Objective tracking was a purely manual process, forcing players to relay on memory recall which distracted from core gameplay and led to "progression fatigue."

Reliance on External Tools

Players frequently resorted to physical notes or third-party apps to track requirements, indicating a critical gap in the native UI/UX.

Accessibility vs. Recall

While the "Switcher Menu" improved navigation speed, it failed to solve the underlying recall issue, keeping the burden of tracking progress entirely on the user.

Drop-off in New User Onboarding

Data revealed a significant decrease in completion rates for Foundational Objectives, suggesting that new players were losing track of the very tasks designed to teach them core game mechanics.

Challenges

Interface Landscape

In an already crowded flow with scores, bars and the pause menu, a major constrain was displaying progression without obstructing the game play

Scalability

Designing a system that could handle both a single task and complex nested groups with the same constrained layout.

Legacy Navigation Patterns

The solution had to the existing tab-based architecture of the FC menu and finding a system that works with the existing Game Pause menu.

Prototype

I built a high-fidelity prototype in Figma to test the new controller-based user flow. By mapping gamepad inputs to UI actions, I simulated the live pinning journey. We used the UXR insights to find the best solution and polish the final mocks for the developers

favourite objectives - collecting rewords

A joined effort

I partnered with Production and Game Design to align on the technical vision. We spent hours syncing on game mechanics to create a truly seamless journey. Sharing my iterative wire flows with stakeholders kept the user at the very heart. Collaborating with our talented engineers made the final implementation feel just right.

Together, we turned complex requirements into a feature that players genuinely enjoy using.

add group objectives to favourite

add single objectives to favourite

favourite panel in pause menu

Impact

It was incredibly rewarding to see objective completion rates climb for new players. By removing the need for manual memory, we made the grind feel fun. The live tracking received fantastic feedback from the community and top creators. Seeing our work featured in the official EA Pitch Notes was a highlight.

Most importantly, we helped millions of players reach their goals much more easily.

Retention increased by 1%

Objective Completion Rate Increased

Recommendation objectives - impact in revenue

Business Value - Content Visibility

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