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Product Management & UX Case Study

Responsive Menu UI for Stretched Resolutions

An independent VALORANT product concept exploring how responsive out-of-match menus could keep important actions visible and usable for players using 5:4 and 4:3 stretched resolutions.

Role: Product Manager & UX Researcher 6 Player Interviews Slug Gaming Community Survey Interactive Prototype
Players using 5:4 and 4:3 stretched resolutions can lose access to important out-of-match actions when persistent panels compete for limited screen width. I interviewed six players, ran a directional survey in the Slug Gaming community, reviewed outside community signals, compared four solution paths, defined a responsive-menu MVP, and built an interactive prototype designed to protect critical actions without changing VALORANT's in-match experience.
Independent product concept. This project is not affiliated with or endorsed by Riot Games. VALORANT and related marks belong to Riot Games.

At a Glance


My Role Product Manager and UX Researcher
Project Status Interactive prototype complete. Usability validation planned.
Methods Player interviews, secondary research, prioritization, requirements, interface prototyping, and usability planning
Deliverables Problem definition, solution comparison, MVP, acceptance criteria, interactive prototype, metrics, and experiment plan

Problem Statement


How Might We

How might we keep critical out-of-match actions visible and clickable across 5:4 and 4:3 resolutions without changing VALORANT's in-match competitive experience?

As a player using a stretched resolution, I want core client actions to remain accessible so I can keep my preferred display setup without repeatedly changing resolutions.

Where This Started


The Player Need

Players using 5:4 or 4:3 stretched resolutions need Shop, navigation, and Settings controls to remain visible and clickable.

They should not have to switch away from their preferred gameplay setup just to complete basic client tasks before entering a match.

Why I Investigated It

I personally use 5:4 stretched because the gameplay experience feels more comfortable to me than 16:9.

Matches feel normal, but parts of the out-of-match interface become compressed. In one recurring state, the Quests panel can compete with or cover access to Shop.

Evidence boundary: the blocked Shop interaction is my own repeated client observation. The interviews and public posts support the broader stretched-resolution usability problem, not necessarily that exact overlap for every player.

Scope: Out-of-match menus and Settings only. This concept does not change the in-match HUD, crosshair, minimap, FOV, hitboxes, models, aiming, sensitivity, or competitive behavior.

Interactive Prototype


This slideshow connects the original client evidence to the proposed responsive experience. The first two slides show the unedited client screenshots. The third slide previews the proposed responsive layout and opens the full published prototype when clicked.

From Current Experience to Responsive Prototype

Use the arrows or dots to compare the native layout, the compressed stretched layout, and the proposed responsive experience.

Open Full Prototype ↗
01 / 03
Arrow keys and swipe are supported
Prototype instructions: Click any slideshow image to open the full prototype. Inside the prototype, select Settings to view Automatic Mode, Menu Scale, Safe Area, Preview Changes, and Reset to Automatic.

Research Approach


I used four evidence sources: short player interviews, a directional survey in the Slug Gaming Discord community, my repeated client observation, and public discussions about menu usability.

Research Detail What Was Collected
Participants 6 VALORANT players
Interview Topics Navigation, UI changes, stretched resolution, menu usability, and what players would actually want changed
Community Survey A directional survey shared in the Slug Gaming Discord server; one in four respondents said they liked VALORANT's current UI
Firsthand Observation Repeated 5:4 use and documented examples of interface compression
Secondary Research Two independent public discussions from separate interface updates
Sample Limit A directional sample intended to justify prototype testing, not represent the entire player population

The interviews and Slug Gaming survey were directional research intended to identify patterns and justify further testing. They do not represent the entire VALORANT player population. The survey measures general UI sentiment, while individual comments provide more specific evidence about stretched-resolution friction.

Key Research Themes


Players Preferred Familiarity

Interviewed players generally did not ask for a full visual redesign. They wanted navigation to remain understandable and predictable.

Repeated Interview Theme

Stretched Layouts Can Reduce Access

Narrower aspect ratios create less space for persistent navigation, social, quest, and action elements.

Interviews + Client Observation

Gameplay Should Stay Untouched

The solution should not change aiming, models, FOV, hitboxes, HUD information, or competitive behavior.

Scope Decision

More Controls Could Add Friction

Manual settings can help as a fallback, but the system should work automatically before asking players to configure it.

Product Tradeoff

General UI Satisfaction Was Limited

In a directional survey shared with the Slug Gaming community, only one in four respondents said they liked VALORANT's current UI. This result supports further investigation, but it does not show that every other respondent actively disliked the UI.

Slug Gaming Community Survey
“I usually do not like when VALORANT changes its UI. They change it so constantly, but somehow it feels worse when I navigate.” — Interviewee A
“The UI is nice, but it could be touched up for stretched resolution.” — Interviewee B
“I can't change my beautiful skins without changing my resolution first, so no, I don't like VALORANT's UI.” — Mikey, three-time Slug Gaming varsity player and CS:GO Director

Secondary Research


Public discussions were used as supporting community signals. They suggest that stretched-resolution readability and broader navigation friction have appeared across more than one interface update.

Reddit discussion regarding stretched-resolution Shop readability

2024: Stretched Shop readability discussion

Reddit discussion regarding broader VALORANT interface friction

2026: Broader navigation and interface discussion

Mikey explaining that he must change resolution to access skins in VALORANT

Slug Gaming: Stretched-resolution access feedback from Mikey

These threads, interviews, and community survey are directional signals rather than prevalence data. They justify further testing, but they do not prove that every stretched-resolution player has the same problem.

Options Considered


Option Impact Effort Tradeoff
Patch only the blocked Shop state Medium Low Fastest option, but a future banner, quest panel, or menu update could recreate the same problem elsewhere.
Manual UI scale control Medium Low Helpful as a fallback, but places setup work on the player and may not fully prevent overlap.
Fixed native-ratio menu canvas High Medium Predictable and safer, but could feel visually disconnected from the player's selected display mode.
Responsive breakpoints and protected safe frame High High Addresses the system behavior and can support future out-of-match screens. Selected.
Selected direction: Responsive menu breakpoints combined with a protected safe UI frame. Critical actions remain accessible while secondary panels can collapse, stack, or move when the available width becomes limited.

Product Principles


1

Protect Critical Actions

Shop, Back, Close, Confirm, Cancel, and Apply should remain visible and clickable at every supported menu resolution.

2

Adapt Secondary Content First

Quest panels, social elements, and secondary information can collapse or move before primary actions are reduced.

3

Keep Players in Control

Automatic behavior should be the default, with optional scale, safe-area, preview, reset, and revert controls available in Settings.

MVP Scope


What the MVP Changes

  • Shop and Settings reflow at defined 5:4 and 4:3 breakpoints
  • Critical actions remain inside a protected safe frame
  • Quests and secondary panels collapse when width is limited
  • One expandable Settings experience exposes optional scale and safe-area controls

What the MVP Leaves Alone

  • In-match HUD, minimap, crosshair, abilities, and kill feed
  • FOV, hitboxes, models, sensitivity, and aiming behavior
  • VALORANT's existing visual identity
  • Native-resolution layouts unless adaptation is needed

MVP Requirements


ID Requirement Acceptance Criteria
R1 Detect the current viewport and load the matching menu profile.
  • Profile updates after startup or a confirmed display change
  • The previous known-good layout remains available
R2 Keep critical Shop and Settings actions inside a protected safe frame.
  • Shop, Back, Close, Confirm, Cancel, and Apply remain visible
  • Controls remain clickable at supported 5:4 and 4:3 resolutions
  • Persistent panels do not overlap critical actions
R3 Reflow menus at defined narrow-screen breakpoints.
  • Secondary panels move, collapse, or stack before critical actions shrink
  • No horizontal scrolling is required
  • Text remains readable
R4 Add an Adaptive Menu UI area in Video Settings.
  • Automatic responsive behavior is the default
  • No new lobby-level button is required
  • Manual scale and safe-area controls remain optional
R5 Preview and revert unconfirmed display changes.
  • The player can preview the adjusted layout
  • The previous layout returns after 15 seconds without confirmation
  • Reset to Automatic is always available
R6 Leave all in-match UI and gameplay behavior untouched.
  • No changes to HUD, FOV, input, models, hitboxes, or aiming
  • Adaptation occurs only in out-of-match interfaces

Edge Cases


Localization

Longer translated labels may require more space than the original English text.

Display Changes

The client must respond safely when resolution or display mode changes while it is open.

Windowed Modes

Windowed and borderless modes can create viewport sizes that do not match a standard aspect ratio.

Event Content

New event banners, offers, and quest states should not push critical actions outside the safe frame.

Minimum Legibility

Text and click targets should remain readable and usable after reflow or scaling.

Detection Failure

If the correct menu profile cannot be loaded, the system should return to a safe default instead of displaying an unusable layout.

Validation Plan


Planned

Moderated Usability Test

Test the current and proposed Shop and Settings tasks with five players across 16:9, 5:4, and 4:3 configurations.

  1. Ask each player to open Shop and complete a defined Settings task
  2. Observe task time, errors, misclicks, backtracks, and resolution switching
  3. Compare the current experience against the responsive prototype
  4. Record clarity and satisfaction feedback
  5. Update the requirements and prototype based on results

Success Metrics

Task Completion Rate Can players open Shop and complete Settings tasks?
Median Completion Time How long does each defined task take?
Misclicks and Backtracks Does the layout create hidden navigation friction?
Forced Resolution Switching Does the player leave the task to change display settings?
Player Clarity Rating Does the new layout feel understandable and predictable?
Native-Resolution Regression Does the 16:9 experience remain equal or better?

Risks and Kill Criteria


I would not keep the concept only because I personally like it. The scope should be reduced or the project should be stopped if validation shows the proposed system is the wrong solution.

Evidence Decision
The overlap occurs only in one temporary event state Ship a targeted Shop fix instead of a shared responsive system.
Responsive reflow creates unacceptable performance, rendering, or input risk Use a fixed native-ratio menu canvas and safe-area control as the MVP.
Usability testing does not improve completion or reduces clarity Kill the concept or narrow it to the single highest-severity screen.
Native-resolution players regress Do not release until the regression is removed.
Any in-match UI or competitive behavior changes Stop the release and separate the responsive menu system from all in-match systems.

Next Steps


  1. Organize the six interview notes into a consistent research summary and record any reliable theme counts.
  2. Run five moderated usability sessions using the current layout and interactive responsive prototype.
  3. Compare task completion, time, errors, resolution switching, clarity, and player preference.
  4. Refine the responsive breakpoints and Settings controls based on observed behavior.
  5. Add the actual test results and final product recommendation to this case study.

The first validation question is intentionally simple: can a player open Shop at 5:4 without thinking about the layout?

What I Learned


This project helped me separate a personally frustrating experience from a product problem that could be investigated. My own experience identified the issue, but it was not enough to prove how common or severe the problem was.

The strongest direction was not a complete redesign. It was a smaller responsive system that protects critical actions, adapts secondary content first, preserves familiar navigation, and leaves the competitive experience untouched.

Building the interactive prototype also forced me to translate product requirements into visible interface behavior. The concept needed to demonstrate how Shop remains accessible, how Missions collapse, and how players retain control through Settings—not merely describe those ideas in a document.

I also learned that a strong product proposal should state what evidence would cause the team to narrow, change, or stop the solution—not only what evidence would support shipping it.

Sources

[1] Reddit — “Why is no one talking about how bad the new shop design looks with stretched resolution” (2024)
[2] Reddit — “These UI changes are terrible” (2026)
[3] Slug Gaming Discord — Directional VALORANT UI survey and stretched-resolution participant feedback (2026)
[4] Riot Games — “Performance Boost: VALORANT's Global Invalidation” (March 8, 2022)
[5] Riot Games — VALORANT Patch Notes 12.07 (April 14, 2026)