Jason Unck
Halo Infinite logo

One App.
Twenty Years.

Halo Waypoint mobile app hero

Role

Lead UX — Halo Waypoint

Owned the full product experience across iOS and Android: IA, navigation, onboarding, core flows, and research.

Responsibilities

Problem definition

User flows

Information architecture

Wireframes

Prototype and validation

Team

3 Engineers · 1 PM · 2 Artists

Date

2021

The Problem

Halo Channel was gone.
Players had nowhere to go.

Halo Channel was canceled years ago. For five years players had nowhere to go. A browser. A console. Nothing built for the pocket. Each title carried its own data model. Twenty years of history with no single place to hold it.

Halo Channel error — data required to initialize could not be retrievedBefore — Halo Channel App

My Decisions

Decisions that unified
the ecosystem.

Workflow audit

One File. One Team.

We moved to Adobe XD originally to use Xbox input controls for previous in-game features. When that requirement dropped, Figma was the obvious next step. It was becoming the industry standard. One shared file, real-time collaboration, and a component system the team built once that scaled across every title.

Built by the team in Figma
Icon Library — Figma
Icon Library — Figma
Button system — Figma
Button system — Figma
Navigation audit

Same Map. New Territory.

Waypoint's web experience was being redesigned in parallel. Close communication, daily stand-ups, and frequent design sessions kept both platforms aligned. Same structure. Different canvas.

Web IA
Web IA
Dry erase board sessions
Dry erase board sessions
Mobile UX

New platform. New problems.

Sign-in and sign-out had to be rethought entirely for mobile. The flow ran through Xbox Live, so I mapped that authentication process before designing anything. I surfaced notification permissions early, before sign-up, so players understood what they were agreeing to. Mapping the full flow revealed that some players would want to skip or didn't have Xbox Live. I designed for both paths.

Sign-in and sign-out flow — Figma
Sign-in and sign-out flow — Figma
Navigation audit

Every Game. One Persistent Nav.

Five tabs anchored every experience in the app. Home, Career, Games, History, and Profile. Each one had a clear job and never moved regardless of which title a player was in.

Waypoint vNext game-title flow — signed in
Persistent five-tab nav — Figma

The wireframes below show two of those screens from concept to final UI.

Home: Wireframe · Final UI
Home: Wireframe · Final UI
H5 Service Record: Wireframe · Final UI
H5 Service Record: Wireframe · Final UI
Research

Interaction over instruction.

Before testing, the signed-in first-time user experience was too linear and text-heavy. Every screen required a tap to move forward. Players had no choice but to go in order. The Expert Report made it clear. I redesigned the flow so players could tap into any section from the bottom navigation and interact with it directly. The experience explained itself through interaction, not instruction.

Before
FTUE signed-in flow — first screen
FTUE signed-in flow — screens 1–5
FTUE · Game Management Wires — Figma
After
FTUE signed-in flow — screens 6–10
FTUE Game Management Final UI
Flow mapping

Same Spartan. Smaller Screen.

The in-game Infinite customization system was the reference. I mirrored its structure for mobile while keeping it aligned with the shared Waypoint navigation patterns. The magic moment was simple. Customize your Spartan from your pocket, launch the game, see it reflected.

Halo Infinite progression — console wireframes
Progression Wires — Figma
Halo Infinite — cross-platform companion
Progression UI WIP
Customization — Figma
Customization — Figma
Customization UI WIP
Customization UI WIP

The Craft Moment

Spotted fast.
Solved faster.

30 minutes.

The layout
broke in testing.

Stakeholders wanted gear, esports, and universe content in the app. Putting it into the core experience would have undermined the entire design intention of the app. I designed a dedicated Transmedia layer that appeared only on demand. One tap opened it. One tap closed it.

The original Halo 5 Game History layout didn't scale beyond two teams. Multi-team sessions became dense and unreadable on mobile. I storyboarded a horizontal swipe interaction that let players move between teams without overwhelming the screen. It shipped as the final version.

Scalable match history — horizontal swipe

Results

Twenty years of Halo.
One app. Four stars.

Halo Waypoint launched alongside the biggest Halo release in franchise history. A single navigation model held across every title. Players could check stats, browse history, and manage their Spartans without relearning the app. The app launched with a 4-star App Store rating and was featured in the Inside Infinite interview series.

4-star App Store rating

App Store rating at launch alongside Halo Infinite.

Repeatable usability workflow

Microsoft Research partnership reduced UX exceptions across titles.

Featured in Inside Infinite

Design direction and cross-team collaboration highlighted at launch.

Read article
Halo Waypoint ecosystem — mobile, desktop, and laptop
Halo Waypoint mobile app hero

Familiarity is the feature. Everything else is content.

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