Role
Product Design Manager
Primary Collaborators
Rocky Riccardi - Product Designer
Charles Du - CEO, Product
John Wu - CTO, Development
Jon Lee - Product Lead
Year
2022
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.
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.
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.
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.
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.
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.
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.
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.