Nintendo Switch Eshop

UX/UI Case Study
Redesign
2024

Nintendo Switch Eshop

UX/UI Case Study
Redesign
2024
Overview
About

The eShop is the digital storefront and main selling point for the Nintendo Switch, the third best-selling console of all time, with over 150 million units sold.


As a longtime gamer who has always loved to spend countless hours brownsing the stores, I wanted the experience on the eShop to capture the feeling of excitement usually felt when purchasing a game.

Challenge

Redesign the eShop without losing its identity, making sure the transition feels efortless to current users.

Year:

2024

Type:

Case Study

Industry:

Gaming

Services:

UX/UI Design

User Research

Prototyping

Goals

Increase user retention by enhancing game discovery through better structure, filters, and personalized content

Improve user satisfaction by making navigation more intuitive and visually appealing.

Optimize the purchase flow to reduce friction and improve conversion rates

Overview
About

The eShop is the digital storefront and main selling point for the Nintendo Switch, the third best-selling console of all time, with over 150 million units sold.

As a longtime gamer who has always loved discovering new games, I wanted the experience on the eShop to capture the feeling of excitement usually felt when purchasing a game.

The eShop is the digital storefront and main selling point for the Nintendo Switch, the third best-selling console of all time, with over 150 million units sold.


As a longtime gamer who has always loved to spend countless hours brownsing the stores, I wanted the experience on the eShop to capture the feeling of excitement usually felt when purchasing a game.

The eShop is the digital storefront and main selling point for the Nintendo Switch, the third best-selling console of all time, with over 150 million units sold.


As a longtime gamer who has always loved to spend countless hours brownsing the stores, I wanted the experience on the eShop to capture the feeling of excitement usually felt when purchasing a game.

Challenge

Redesign the eShop without losing its identity, making sure the transition feels efortless to current users.

Year:

2024

Type:

Case Study

Industry:

Gaming

Services:

UX/UI Design

User Research

Prototyping

Goals

Increase user retention by enhancing game discovery through better structure, filters, and personalized content

Improve user satisfaction by making navigation more intuitive and visually appealing.

Optimize the purchase flow to reduce friction and improve conversion rates

Current Interface

What is to be expected when entering the digital store of one of the most famous consoles to ever exist? And what happens when the experience it provides starts to get in the way?


At first glance, the eShop interface feels simple and intuitive, however, as users begin to explore its some limitations start to become apparent.

1

The Featured page is the user’s first point of contact, as there is no homepage, creating a lack of personalization and familiarity.

2

To reach a specific genre, the user must scroll through a list of categories, which is slowed down by loading delays, making it hard to reach the desired category.

3

When using filters, selecting multiple genres increases the number of displayed games instead of narrowing the list, leading to pages with thousands of games.

4

On individual game pages, the background color changes to match the title art, which can lead to readability issues depending on the contrast.

5

Games can only be added to the Wishlist from their individual pages, causing users to lose their browsing progress.

6

The Wishlist lacks filters or sorting options, forcing users to scroll through the entire list manually.

7

The checkout flow requires users to repeat the same steps for each purchase, as there is no shopping cart, making the process unnecessarily repetitive and tiring.

Current Interface

At first glance, the eShop interface feels simple and intuitive, however, as users begin to explore its limitations start to become apparent. By analyzing the store's interfaces and architecture, I organized which features had the most space for improvement.

What is to be expected when entering the digital store of one of the most famous consoles to ever exist? Plenty of games no doubt. Sales, recommendations, making inumerous purchases. But what happens when the experience starts to get in the way?


At first glance, the eShop interface feels simple and intuitive, however, as users begin to explore its some limitations start to become apparent.

What is to be expected when entering the digital store of one of the most famous consoles to ever exist? Plenty of games no doubt. Sales, recommendations, making inumerous purchases. But what happens when the experience starts to get in the way?


At first glance, the eShop interface feels simple and intuitive, however, as users begin to explore its some limitations start to become apparent.

1

The Featured page is the user’s first point of contact, as there is no homepage.

2

To reach a specific genre, the user must scroll through a list of categories, which is slowed down by loading delays, making it hard to reach the desired category.

3

When using filters, selecting multiple genres increases the number of displayed games instead of narrowing the list, leading to pages with thousands of games.

4

On individual game pages, the background color changes to match the title art, which can lead to readability issues depending on the contrast.

5

Games can only be added to the Wishlist from their individual pages, causing users to lose their browsing progress.

6

The Wishlist lacks filters or sorting options, forcing users to scroll through the entire list manually.

7

The checkout flow requires users to repeat the same steps for each purchase, as there is no shopping cart, making the process unnecessarily repetitive and tiring.

Research
Desk Research

I began the research by looking into online articles and YouTube reviews to understand how the community perceives the eShop. It didn’t take long to notice how common frustrations around navigation and discovery were.

“The fact that there’s no shopping cart or some form of Mario-branded equivalent is baffling. If I want to buy two or more games, I literally cannot purchase them together.” - Techradar

“In the ‘Adventure’ row, you’ll find Grecian mythology roguelike Hades… alongside Minecraft. The side-scrolling Cuphead shows up high in the list for ‘Shooter’, but not ‘Platformer’. Various titles repeat across genres, suggesting they were so loosely tagged as for each tag to be somewhat pointless. What’s the point of a filter if a game shows up for each one?” - Lifewire

In one Youtube review video I discovered a 2022 survey conducted by a gaming content creator where 67 out of 81 participants (82%) rated the Nintendo eShop between 2 and 3 out of 5.

The most common complaints focused on slow loading times and difficulties in discovering new games. Other recurring feedback included the absence of background music, a feature often found in previous Nintendo stores, a bland interface, the lack of a shopping cart, missing recommendations and user reviews, and an inefficient wishlist.

Competitive Analysis

To better understand Nintendo’s position in the market, I also analyzed its main competitors and the overall digital shopping experience across platforms.

Reports by GamesIndustry.biz show that at least half of Switch users also own a PS4 or Xbox One, making comparisons between platforms inevitable.

Besides, while 83% of console games were purchased digitally in 2023, the eShop still lacks basic industry standards, such as a shopping cart or recommendations, highlighting a significant gap compared to its competitors.

Survey

I followed my research with a survey targeting Brazilian users of the eShop. The objective was to understand the platform’s relevance in their buying process and to verify whether the pain points identified among international users were also significant for Brazilian users.

Among the 12 participants:

100%

reported using the eShop to purchase games, confirming it as the main buying platform for the Switch, hence, validating it's importance for Nintendo.

50%

rated the eShop experience 2 or 3, while the other 50% rated 4 or 5, a more forgiving result compared to the international users.

58%

reported the most difficulty when using filters and navigating categories, reinforcing the need for its improvement.

33%

said they wished the store had a homepage with personalized recommendations, making it the most most frequently requested feature.

Survey

I followed my research with a survey targeting Brazilian users of the eShop. The objective was to understand the platform’s relevance in their buying process and to verify whether the pain points identified among international users were also significant for Brazilian users.


Among the 12 participants:

50%

rated the eShop experience 2 or 3, while the other 50% rated 4 or 5, a more forgiving result compared to the international users.

58%

reported the most difficulty when using filters and navigating categories, reinforcing the need for its improvement.

100%

of participants reported using the eShop to purchase games, confirming it as the main buying platform for the Switch.

33%

of participants said they wished the store had a homepage with personalized recommendations, making it the most most frequently requested feature.

Interviews

I then reached out to participants and was able to interview three of them. My goal was to understand, on a deeper level, how they experienced the eShop and their navigation habits. By analyzing the information gathered I outlined the more relevant frustrations.

The eShop is mostly used for purchasing, not discovery. Participants said they only opened the eShop when they already knew what they wanted to buy, relying on platforms like TikTok, YouTube, or Instagram to discover new games.

Important features are hidden or unknown. None of the participants knew they could activate sale notifications for wishlisted games, since the feature is only accessible via the Nintendo website, reducing its usefulness.

The interface feels cluttered and hard to browse. Users described the layout as overwhelming and poorly structured, increasing difficulty in navigation. The high volume of games displayed also contributed to longer loading times, which made them more frustrated.

The purchase flow is repetitive and discouraging. The lack of a shopping cart forces users to complete separate purchases for each game, which discouraged them from buying multiple titles at once. One participant stated they couldn’t comprehend the extra steps in the checkout flow.

The design feels off-brand. The bland interface created a sense of disconnection from what they expect from Nintendo. Participants expressed a sense of nostalgia towards the experience of previous Nintendo stores.

Define
Personas

After analyzing the research I aimed to identify the most recurring pain points and uncover opportunities. To guide the next steps in the design process, I created two personas that represent the main user profiles identified.

Interview

I then reached out to participants and was able to interview three of them. My goal was to understand, on a deeper level, how they experienced the eShop and their navigation habits. By analyzing the information gathered I outlined the more relevant frustrations.

The eShop is mostly used for purchasing, not discovery. Participants said they only opened the eShop when they already knew what they wanted to buy, relying on platforms like TikTok, YouTube, or Instagram to discover new games.

Important features are hidden or unknown. None of the participants knew they could activate sale notifications for wishlisted games, since the feature is only accessible via the Nintendo website, reducing its usefulness.

The interface feels cluttered and hard to browse. Users described the layout as overwhelming and poorly structured, increasing difficulty in navigation. The high volume of games displayed also contributed to longer loading times, which made them more frustrated.

The purchase flow is repetitive and discouraging. The lack of a shopping cart forces users to complete separate purchases for each game, which discouraged them from buying multiple titles at once. One participant stated they couldn’t comprehend the extra steps in the checkout flow.

The design feels off-brand. The bland interface created a sense of disconnection from what they expect from Nintendo. Participants expressed a sense of nostalgia towards the experience of previous Nintendo stores.

MVP

Based on the most critical pain points and user needs, I defined a MVP to focus on the areas that would have the most impact on the user experience. I had 3 main objectives:


  • Improve discovery by creating a homepage, recommendations section, and more effective filters.


  • Streamline purchases by adding a cart and reducing checkout steps.


  • Enhance usability through a more organized layout and accessible features.


With these in mind I broke down the possible solutions for each point I wished to improve in this version:

Difficulty discovering new games

Create a homepage with personalized recommendations and game categories


Add subcategory filters to refine browsing

Inefficient wishlist experience

Move the wishlist to the side menu for easier access


Add a sorting filter to facilitate browsing

Abscence of a shopping cart

Introduce a shopping cart and redesign the checkout flow to allow multiple purchases

Slow loading times

Optimize the information architecture to reduce unnecessary page loads

Poor visual hierarchy

Redesign the layout to be better structured and align the interface with Nintendo’s brand identity.

No control over sale notification

Enable users to manage sale alerts for wishlisted games.

Difficulty discovering new games

Create a homepage with personalized recommendations and game categories


Add subcategory filters to refine browsing

Inefficient wishlist experience

Move the wishlist to the side menu for easier access


Add a sorting filter to facilitate browsing

Abscence of a shopping cart

Introduce a shopping cart and redesign the checkout flow to allow multiple purchases

Slow loading times

Optimize the information architecture to reduce unnecessary page loads

Poor visual hierarchy

Redesign the layout to be better structured and align the interface with Nintendo’s brand identity.

No control over sale notification

Enable users to manage sale alerts for wishlisted games.

Define
Personas

After analyzing the research I aimed to identify the most recurring pain points and uncover opportunities. To guide the next steps in the design process, I created two personas that represent the main user profiles identified.

MVP

Based on the most critical pain points and user needs, I defined a MVP to focus on the areas that would have the most impact on the user experience. I had 3 main objectives:


  • Improve discovery by creating a homepage, recommendations section, and more effective filters.


  • Streamline purchases by adding a cart and reducing checkout steps.


  • Enhance usability through a more organized layout and accessible features.


I then broke down the possible solutions for each point I wished to improve in this version.

Difficulty discovering new games

Create a homepage with personalized recommendations and game categories, and create subcategory filters to refine browsing

Inefficient wishlist experience

Move the wishlist to the side menu for easier access, as well as adding a sorting filter to facilitate browsing

Slow loading times

Optimize the information architecture to reduce unnecessary page loads

Abscence of a shopping cart

Introduce a shopping cart and redesign the checkout flow to allow multiple purchases

Poor visual hierarchy

Redesign the layout to be better structured and align the interface with Nintendo’s brand identity.

No control over sale notification

Enable users to manage sale alerts for wishlisted games.

Ideate
Sketches & Wireframes

After defining the MVP, I began brainstorming ideas, going over countless round of iteration in order to reach the final solution. The main challenge was to maintain the familiarity of the eShop while improving the overall experience by modifing the existing features or introducing new ones.

Information Architecture

I also created a revised information architecture to better structure the alterations in the system. It includes the breakdown of the 4 main areas accounted for in the redesign - homepage, discovery, wishlist and shopping cart - and their subsequent features.

Prototype
Style Guide

For the visual aspect I wished to communicate the familiarity of the brand, bringing a mix between Nintendo's red and blue, and elements that, when put togheter, wouldn't overwhelm the user despite the amount of information.

Solution

With the objective to provide a more streamlined and enjoyable experience the redesign spanned across different aspects of the system. The idea was to rethink the eShop so that it would, not only feel more personalized, but thought out in every aspect to increase user retention and satisfaction, while solving their current frustrations.

Personalized Home Screen

Introduced a new home layout with categories and personalized game recommendations, making it easier for users to discover games that match their interests.

Subgenre Filter

Redesigned the filtering system so selecting multiple genres narrows down the results, improving search precision and reducing loading times.

Faster Browsing Actions

Added "Add to Wishlist" and "Add to Cart" buttons directly on game cards, allowing users to act without opening individual game pages.

Shopping Cart Flow

Enabled users to buy multiple games at once with a simplified checkout process that maintains essential security steps.

Updated visual hierarchy

Updated Visual Hierarchy

Updated Visual Hierarchy

Updated the visual hierarchy to create a more organized interface. Also adjusted the design to align with Nintendo’s visual language, maintaining brand consistency.

Enhanced Wishlist Management



Added sorting filters for easier organization and introduced an in-app notification system, allowing users to manage sale alerts directly from the platform.

Outcomes &
Future Steps
Outcomes & Future Steps
Outcomes & Future Steps

While this redesign hasn't been tested in a real setting, with the solutions designed to address the main user frustrations and achieve the defined goals, I listed the anticipated improvements of the project.


  • Increased engagement and retention. The introduction of a personalized home screen and subgenre filters was designed to make game discovery easier and more engaging, also leading to a potential increase in sales.


  • Reduced friction in the user experience. An organized layout and faster browsing actions, such as adding items to the cart or wishlist directly from game cards, were implemented to streamline the user journey, creating a faster and more intuitive experience.


  • Higher sales conversion. The addition of a shopping cart and a redesigned checkout flow, allowing users to purchase multiple games at once, is expected to improve the overall conversion rate.


In addition, if I were to consider future steps, the next immediate action would be to conduct usability testing to validate the new flows and features.


Afterwards, following a hypothetical launch, success would be measured by monitoring conversion rates, total session duration, and user satisfaction scores to confirm the redesign's impact and identify areas for future improvement.

Ready to start creating together?

Let's chat

nataliaklausner@gmail.com

© 2025 Natália Klausner

Ready to start creating together?

  • Let's chat

nataliaklausner@gmail.com

© 2025 Natália Klausner

Ready to start creating together?

Let's chat

nataliaklausner@gmail.com

© 2025 Natália Klausner