Prototyping / User Research / App Design / UX/UI

Game Finder

Game Finder

PROJECT OVERVIEW

Game Finder is a mobile app prototype developed as part of a UX design course at the University of Waterloo. It is designed as a centralized platform where students can discover pickup basketball games, RSVP, and connect with other players.

PROJECT DURATION

6 Weeks

ROLE

UX/UI Designer & Researcher

TOOLS USED

Figma, Photoshop, & Google Forms

PROBLEM

Students at Waterloo struggle to find and organize pick-up basketball games around campus, despite it being one of the most popular sports.

APPROACH

The idea for this application sparked from my passion for basketball and knowing how hard it is to find pick-up basketball games. There always seems to be a problem, whether it's skill level, scheduling, or finding a court. We wanted to take my experience with this problem and figure out what a viable solution could be.

Understanding our Potential Users

I conducted a survey, asking open gym attendees a series of questions about their current experience finding pick-up basketball games on campus.

1

70% of participants rely on group chats/DM’s, excluding those not in these chats.

2

27% reported communication problems and cancellations.

3

37% struggle with unbalanced skill levels.

4

70.6% play weekly, with 47.1% citing scheduling conflicts as a major pain point.

User Persona

Using the data collected from our survey we created our user persona.

Using what we know about Mike's persona, we created key user flows to ensure we address his needs, motivations, and pain points.

Key User Flows

  1. Sign In

  2. Sign Up

  3. Game RSVP

  4. Messages

  5. Player Profile

  6. Game Filtering

During this phase of ideation, we overlooked a major user flow, game creation. So, the flow for users to create games is not reflected in the lo-fi prototype.

SOLUTION

Low-Fidelity Prototype

User Feedback

Our classmates performed a heuristic evaluation, recognizing the gaps in our first prototype. Some of the feedback we received, but not limited to, was:

Add status indicators for the number of players already registered for a game.

Add an option for users to cancel their game reservation.

Add a skip button for the sign-up flow.

Design Iterations

Game Cards

Game Cards

Home Page

Home Page

FINAL PROTOTYPE

How did we address our users needs?
  • Helped Mike find games that match his skill level

    We introduced player profiles and skill indicators so users can filter games by competitive level, addressing Mike’s need to find similar-skilled players and avoid mismatched games.

  • Simplified scheduling between classes and open gym times.

    The notifications system was built so users can see when games are happening and RSVP, directly reducing coordination pain points identified in research.

  • Enabled easier coordination with friends.

    The group invite and game-sharing features allow users to coordinate within their chats or with friend lists, reflecting Mike’s habitual use of group chats to organize games.

  • Provided court availability visibility.

    By showing which courts are active and where games are happening, users no longer have to wander between facilities hoping to find a game, directly addressing the frustration of searching for open courts.

REFLECTION

What Worked Well

Working collaboratively

Regular check-ins, open feedback, and shared ownership across my team help us iterate efficiently and refine ideas faster.

Grounding decisions in research

Referring back to our persona and research insights prevented us from going outside of our problem scope and ensured our features were solving real problems.

What Didn't Work

Time constraints

Academic timelines meant we had to lock in decisions earlier than ideal, even when we knew some flows could have been improved further.

Limited testing after completing hi-fi prototype

Again, due to academic timelines, we weren't able to fully validate our final prototype.

Where I'll Improve

Be more deliberate before moving between stages

In future projects, I would slow down key transition points by double- and triple-checking user flows against research and personas before progressing. Missing a core user flow showed the importance of validating completeness early, not just usability.

Strengthen early testing and validation practices

I would create more intentional low-fidelity prototypes and conduct structured user testing earlier in the process to validate flows before refinement. Setting clearer internal deadlines for review and testing would ensure enough time is reserved to evaluate, iterate, and catch issues before advancing.

APPROACH

GET IN TOUCH

Always open to opportunities, whether it’s a project, a role, or just a conversation.

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ben.mascarenahs23@gmail.com

BEN MASCARENHAS

Ben Mascarenhas

PRODUCT DESIGNER

Ben Mascarenhas

PRODUCT DESIGNER

Ben Mascarenhas

PRODUCT DESIGNER

Ben Mascarenhas

PRODUCT DESIGNER