Role: Lead UX Designer
Project Completed: August 18th 2020
Tools: Figma, XD, Procreate

01: Summary
Most people would like to incorporate casual gaming into their busy lives as a form of relaxation. It presents difficulties for consumers looking for casual games to play that they remember to play in the absence of incentives and a complex user interface.
02: Research Findings
I created a Google Form to learn how much time players devote to games, what causes them to stop playing, and what keeps them playing. I wanted to know what critical aspects I should think about before developing my application. My Google Form got 15 responses and interesting results.

According to the findings of the research, the majority of people choose to play games on mobile or desktop rather than on traditional consoles.
Users spend varying amounts of time playing games, ranging from once or twice a week to once a month. That helps me understand that people have time to play games; it's just an issue of which games they return to.
Users have stopped playing other games because they forgot they had it downloaded or they were unable to progress farther in the game.
Some people play games to pass the time while travelling, because it has become a part of their habit, or because their friends also play the game.
03: Research Takeaways
My app is similar to Wordle, Sudoku from the New York Times, and Sudoku 2, but it is designed for busy young adults who want to engage their brain and connect with friends during downtime.
This customer journey map was used to understand what is going on with the user during each phase of using the app.
Empathy maps were useful for understanding
pain spots and successes in the application by
putting myself in the shoes of the user when
using the application for the first time.
04. Planning
Following the completion of the research and planning phases, user flows, wireframes, and the design system were created. A simple user flow was created to determine how certain features and tasks would connect. This was then used to inform the subsequent wireframes, which served as the foundation for the final screens.

I decided to use basic colours like blue, red, and yellow because they are main colours that do not favour one gender or age group. I want all text inputs to be readable when it comes to buttons and components.
05. Final Design
The final prototype shows a home screen, game screen, profile page, weekly challenge and settings page. With the wireframes you would be able to understand what the game would look like on the app. Of course to finalize I would add interactions for the number you click and other buttons.
To play with the current prototype click here
06. Reflection
Since this was my first Ux/UI project, I've often reflected on it and wondered, "What would I do differently?" I thought the design system was very strong, and it was clear that I had a visual background, but I would have preferred to create a functional game grid and ensure that each button was interactive.
Now, selfishly, I wish this was a real game because whenever I see someone playing sudoku on the subway, I wish it was my version so we could all play together.
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