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Design Process

Design System

Main Features

Role

Product Design Manager

Primary Collaborators

Rocky Riccardi - Product Designer
Charles Du - CEO, Product
John Wu - CTO, Development
Jon Lee - Product Lead

Year

2022

Virtual Basketball Association
At the VBA, we built the basketball league of the metaverse introducing true ownership to fantasy basketball. I was the first hire onto the team and I quickly got to work ramping up a design process and building out our design team. Over the next year I led our design efforts building systems and processes that allowed us to work easily with our engineers and product teams. Startups demand a quick and seamless build and iteration process, and I ensured our work landed at the intersection of efficiency and quality.

Design Process
Summary
As our company's first hire and designer, I immeditaely needed to take a holistic look at our company's design needs and figure out what I'd need to do in order to make our design goals a reality. This included defining our design work cadence, hiring personnel to ensure the work can get done, and creating a process that allowed us to create, iterate, refine, and hand off work that we produced.
A New Creative Direction
MVP vs New

The company used an agency to create an initial version of the product for raising capital that I quickly decided needed to be scrapped and redone. Although it was effective getting visuals across for the company to successfully raise, it needed proper design organization and a new, more intentional creative direction. I felt design was going to be a selling and retention point for users, and good user experience within the game would make it more sustsainable.

I quickly learned that just one designer wasn't going to be able the breadth of our design needs within the timelines we wanted, so I hired a product designer onto the team to contribute and began collaboration efforts with the art team to build assets we could use to enhance our designs.

We defined and implemented a new design system (more on that later) and below are some comparison screens of the old vs new designs.

With startups, all processes have to be a bit loose in order to maintain momentum, but defining a framework regardless of timelines helps area owners know where they're needed in a phase of a project. I worked with product and dev to create guidelines for building a feature.

Depending on the size and scope of the feature, these phases could be anywhere from a couple days to a week long. As with any fast moving project, flexibility is key. This process with crossover phases between groups allowed us to maintain a structure for our work but didn't hinder the speed in which we wanted to get work done.

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Design System

Main Features

Design System
Summary
Defining a proper design system right off the bat was key to our success in creating visually consistent designs that scaled. It allowed us to iterate quickly, ensured consistency and fluidity between our designs and the builds, and made it easy to communicate to developers.
Some high level thoughts:
  • Defining as much as possible to maintain visual consistency through the product was key
  • Cover cards with status attached which allowed someone at the company to quickly see what stage a particular feature was at
  • Generic naming conventions for scalability - for example if we enter a new season and want to change the color scheme we can just redefine the primary and secondary color palettes with new values and it will propogate out to the rest of the site
  • Limited icon resource library in groupings - we didn't want a massive library with a bunch of icons we didn't use, so we only added icons into the DS that were actively being used and grouped them according to their use so any designer coming in could have context on where to use or not use that icon
  • Variety of defined buttons - whether it be standard, our emphasis buttons for style, just text etc - there would be no questions on how any button should look

Below you can view a snippet of the design system created for the VBA. Use command + scroll to zoom in and out.

We also created a component library to define and create as many assets that repeated themselves as possible. This allowed us to work more efficiently when creating different features. Here's a snippet of this libray as well.

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Design System

Main Features

Main Features
Area
Sign In
Area
Sign Up
Area
Lobby

The lobby was a homepage for the user where they could see quick team stats and view what leagues, challenges, or games they could enter at that moment.

Area
Leagues

When you enter a competition you get access to that particular league's homepage in which you can see your upcoming games, track performance of your team, see what's happening in other games around the league, and make edits to your lineup.

Area
Challenges

Challenges was a mode we created to up the daily engagement of our user base. Users could come back each day and build a team against a specific lineup and try to get the most fantasy points with their lineup to win prizes.

Area
Lineup

The lineup was one of the most challenging experiences that we had to build. This was integral to the game as it was how a user made decisions regarding setting up their teams for games and tournnaments. We had to figure out how to properly display information about each player while creating an easy experience for users to set and edit their lineups. Saving, loading, filters, sorting, searching, and swapping were all features that needed to be present here.

Area
Team Profile

The Team Profile area had uses for both users and their competitors. This acted as a user profile for general managers to not only take a look at their own team, but investigate other teams as well.

Area
Player Profile

Each player is their own unique character with different playstyles, characteristics, look, and career experience, so creating an experience where each of these aspects could shine in an easily navigatable and digestible way was important to bring out the unique value that each player had.

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