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Super Minesweeper 3000

TIMELINE
Dec 2024
PLATFORM
Web
ROLE
Product Designer, Coder
• INTRO

BraUn super minesweeper

With this project, I wanted to achieve two things: have some fun and understand why I love retro Braun products so much. I decided to take a simple game, code it from scratch, and design it with a retro Braun look and feel.

1. Research

• MINESWEEPER INSPIRATION

Classic minesweeper, emoji and google

Minesweeper is a classic game with set features, but I wanted to explore how other designers add their own personality to it.

Minesweeper onlineMinesweeper online - Sticks to the classic look and feel, with a focus on stats, leaderboards, and competition.

Google minesweeperGoogle minesweeper - A basic design, but with great win/lose animations.

Emoji minesweeperEmoji minesweeper - A fun, vibrant design, all crafted using emojis.

• LOOK AND FEEL

Retro BraUn products

I’m a big fan of Braun products designed by Dieter Rams. I love the colors, smooth corners, minimalist aesthetic, and the product names. I wanted my Minesweeper game to capture that same look and feel. To get my head into that space, I researched a range of Braun products and created a mood board for inspiration.

• COLOR PALETTE

DR09 (Dieter Rams color palette 09)

For the color palette, I chose DR09 by Matus HatalaDR09 by Matus Hatala, as it closely matches the style of my favorite Braun products.

2. Design

• CORE FEATURES

The board

I wanted to stick to the classic Minesweeper layout while applying the UI design principles I learned from Braun:

The cells

The game cells need to look and feel like they belong together, but some should blend in while others stand out. To achieve this, the visual hierarchy must be solid.

Each cell can be in one of five states.

Default

It should be easily visible but not draw attention away from the other cells.

Empty

It should blend into the background and be visible to the player, but not demand much attention.

Touching

It should clearly communicate the number of mines it's touching, as this is crucial information for the player. A bold number helps achieve this.

Mine

It needs to grab the player's attention! When a player clicks a mine, it's game over, so they must be clearly alerted. A red mine on a white background creates strong contrast, making it stand out from the other cells.

Flagged

It needs to stand out and clearly indicate it’s been marked, without overpowering the touching or mine cells. A white flag achieves this balance.

The smiley face

Its a classic part of Minesweeper, but I wanted to give it a more modern touch. Inspired by Emoji Minesweeper, I decided to use emojis, adding a bit more personality to the game.

• THE LAYOUT

Navbar and difficulty settings as background

The game board is the focal point of the UI and should hold the player's attention. Everything else is secondary. I pushed all non-gameboard elements to the edges of the screen to ensure they don’t distract from the gameplay.

• NAME

SM-30 (Super Minesweeper 3000)

I initially started with Super Minesweeper 3000, inspired by the old Super Nintendo games I played as a kid, like Super Mario Bros, Super Metroid, and Super Street Fighter II.

But I also wanted it to have the clean, minimal feel of a Braun product—something like the TP4, SK 2/2, or KSM 1/11.

To capture that, I shortened Super Minesweeper 3000 to SM-30, giving it a more Braun-inspired, streamlined name.

3. Final Designs

• PRODUCTION

SM-30

Check out the live version below, or follow the link to the production site.

View live versionan arrow pointing rightView live versionan arrow pointing right

4. Conclusion

• REVIEW

BraUn super minesweeper

I set out to create a Minesweeper game inspired by retro Braun products, and I feel I've achieved that. I took the classic Minesweeper layout and applied design principles I learned from studying Braun products. I crafted a clear visual hierarchy to make the key features stand out, kept the design minimal, and used a Braun-inspired color palette to give it a retro aesthetic.

• LEARNINGS

What Dieter Rams/BraUn has taught me

I’ve learned two fundamental principles from studying Braun products:

• NEXT STEPS

What would I add?

I feel my Minesweeper game is missing a hook to encourage players to return. Adding stats could provide that incentive. I'd track things like:

• TAKEAWAY

Visual hierarchy is a core UI principle

A strong visual hierarchy is key to creating a simple and user-friendly product. Braun exemplifies this by using color, contrast, and balanced spacing to make the core features of their products clear and easy to understand.