GAME FINDER

Case Study

Prototyping

User Research

App Design

UX/UI

An app designed for hoopers.

Find and join pick-up basketball games with ease.

My Role:

UX/UI Designer and Researcher

Project Duration:

12 Weeks

Goal:

Make it easier for Waterloo students to consistently find and join pick-up basketball games by creating a centralized, reliable system.

Tools:

Figma, Adobe Photoshop, Google Forms

Goal:

Make it easier for Waterloo students to consistently find and join pick-up basketball games by creating a centralized, reliable system.

Tools:

Figma, Adobe Photoshop, Google Forms

Solution:

We created a centralized application prototype for students to find and join pick-up basketball games in and around campus. The app provides a schedule of games, lets players create or join sessions with one tap, and connects the campus basketball community in a single, accessible platform.

Introduction

Game Finder was a semester-long project completed as part of DAC 309: Introduction to UX Design during the Winter 2025 term at the University of Waterloo. Working in a team of three students, we collaborated on every stage of the design process, including research, ideation, and prototyping.

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.

Problem

STUDENTS AT WATERLOO STRUGGLE TO FIND PICK-UP BASKETBALL GAMES AROUND CAMPUS, DESPITE IT BEING ONE OF THE MOST POPULAR SPORTS.

Research & Planning

The simplest starting point for our research was to create a survey to send out to students who currently attend open gym at the university. We asked a series of questions to get an idea of our users’ needs and their pain points. These were a few of our major findings:

Scroll to see findings

To further empathize with our potential users, we conducted a small focus group meeting with three survey participants. We started to ask the questions: what if there were an app to organize pick-up basketball games? What would it look like and how would it work? What emerged from this was that they wanted an easy, all-in-one tool for them to find and join scheduled games. From there, we were able to craft our user persona and recognize our potential key user flows.

Research & Planning

The simplest starting point for our research was to create a survey to send out to students who currently attend open gym at the university. We asked a series of questions to get an idea of our users’ needs and their pain points. These were a few of our major findings:

1

1

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

To further empathize with our potential users, we conducted a small focus group meeting with three survey participants. We started to ask the questions: what if there were an app to organize pick-up basketball games? What would it look like and how would it work? What emerged from this was that they wanted an easy, all-in-one tool for them to find and join scheduled games. From there, we were able to craft our user persona and recognize our potential key user flows.

Research & Planning

The simplest starting point for our research was to create a survey to send out to students who currently attend open gym at the university. We asked a series of questions to get an idea of our users’ needs and their pain points. These were a few of our major findings:

2

27% reported communication problems and cancellations

To further empathize with our potential users, we conducted a small focus group meeting with three survey participants. We started to ask the questions: what if there were an app to organize pick-up basketball games? What would it look like and how would it work? What emerged from this was that they wanted an easy, all-in-one tool for them to find and join scheduled games. From there, we were able to craft our user persona and recognize our potential key user flows.

Research & Planning

The simplest starting point for our research was to create a survey to send out to students who currently attend open gym at the university. We asked a series of questions to get an idea of our users’ needs and their pain points. These were a few of our major findings:

3

37% struggle with unbalanced skill levels

To further empathize with our potential users, we conducted a small focus group meeting with three survey participants. We started to ask the questions: what if there were an app to organize pick-up basketball games? What would it look like and how would it work? What emerged from this was that they wanted an easy, all-in-one tool for them to find and join scheduled games. From there, we were able to craft our user persona and recognize our potential key user flows.

Research & Planning

The simplest starting point for our research was to create a survey to send out to students who currently attend open gym at the university. We asked a series of questions to get an idea of our users’ needs and their pain points. These were a few of our major findings:

4

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

To further empathize with our potential users, we conducted a small focus group meeting with three survey participants. We started to ask the questions: what if there were an app to organize pick-up basketball games? What would it look like and how would it work? What emerged from this was that they wanted an easy, all-in-one tool for them to find and join scheduled games. From there, we were able to craft our user persona and recognize our potential key user flows.

Research & Planning

The simplest starting point for our research was to create a survey to send out to students who currently attend open gym at the university. We asked a series of questions to get an idea of our users’ needs and their pain points. These were a few of our major findings:

4

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

To further empathize with our potential users, we conducted a small focus group meeting with three survey participants. We started to ask the questions: what if there were an app to organize pick-up basketball games? What would it look like and how would it work? What emerged from this was that they wanted an easy, all-in-one tool for them to find and join scheduled games. From there, we were able to craft our user persona and recognize our potential key user flows.



To further empathize with our potential users, we conducted a small focus group meeting with three survey participants. We started to ask the questions: what if there were an app to organize pick-up basketball games? What would it look like and how would it work? What emerged from this was that they wanted an easy, all-in-one tool for them to find and join scheduled games. From there, we were able to craft our user persona and recognize our potential key user flows.

Research & Planning

Research & Planning

User Persona

Key User Flows

Sign In

Sign In

Sign In

Sign up

Sign up

Sign up

RSVP to Games

RSVP to Games

RSVP to Games

Messages

Messages

Messages

Player Profile

Player Profile

Player Profile

Game Filtering

Game Filtering

Game Filtering

During this step of the process, we missed a major user flow and it is not reflected in the lo-fi prototype. We forgot to include a flow for users to create games. I think we were so focused on users finding and joining games that we overlooked how those games would appear in the first place.

During this step of the process, we missed a major user flow and it is not reflected in the lo-fi prototype. We forgot to include a flow for users to create games. I think we were so focused on users finding and joining games that we overlooked how those games would appear in the first place.

Designing the Solution

As a group, we split up the user flows equally so each member had around the same number of screens to work on. Splitting up the work this way made for a smooth process; all of us understood our individual tasks.

As a group, we split up the user flows equally so each member had around the same number of screens to work on. Splitting up the work this way made for a smooth process; all of us understood our individual tasks.

As a group, we split up the user flows equally so each member had around the same number of screens to work on. Splitting up the work this way made for a smooth process; all of us understood our individual tasks.

As a group, we split up the user flows equally so each member had around the same number of screens to work on. Splitting up the work this way made for a smooth process; all of us understood our individual tasks.

Designing the Solution

Low-Fidelity Prototype

Low-Fidelity Prototype

Designing the Solution

Feedback

Feedback

After handing in our lo-fi prototype, our classmates performed a heuristic evaluation, recognizing the gaps in our initial 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 a skip button for the sign-up flow

  • Rsvp cancellation

Taking their feedback into consideration, we then moved on to the high-fidelity prototype, creating many iterations of designs in between.

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

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

  2. Add a skip button for the sign up flow

  3. Rsvp cancellation

Taking their feedback into consideration, we then moved onto the high-fidelity prototype.

Designing the Solution

Design Iterations

Design Iterations

Game Cards
Game Cards

Designing the Solution

Design Iterations

Design Iterations

Home Page

Designing the Solution

Design Iterations

Home Page

Designing the Solution

High-Fidelity Prototype

High-Fidelity Prototype

Conclusion

Reflection

Designing Game Finder was a rewarding process that highlighted the importance of empathizing with users, making research-backed decisions, and continuously iterating on designs.
Our main goal was to identify a real problem in the UW student community and create something that could genuinely improve it. By creating Game Finder, we believe that we were successful in reaching our goal.

Hypothetical Next Steps

In its current state, the application is purely made for Waterloo students, with all key features requiring a Waterloo email. Our goal for the future is to expand this app beyond the university. To do so, we have come up with two main scenarios.

Partnering with other universities, focusing on reaching as many schools as possible by showcasing data that supports the success of our rollout at UW.

Creating a fully public version of the app that allows people to host games in their local community. This approach would require us to create a built-in friending system, similar to social media, rather than using school emails.

Ben Mascarenhas

Connect

© Ben Mascarenhas' Portfolio.

Ben Mascarenhas

Connect

© Ben Mascarenhas' Portfolio.

Ben Mascarenhas

Connect

© Ben Mascarenhas' Portfolio.

Ben Mascarenhas

Connect

© Ben Mascarenhas' Portfolio.