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Case study

PlayMate

Organising sport shouldn’t feel like a second job. A community app that turns scattered group chats into game rooms people can trust.

Role
Product Designer · solo
Time
2026 · 3 months
Type
Case study
Tools
Figma · Claude · Stitch

01

The problem

People want to play sport regularly, but the tools they use to organise it weren’t built for it.

WhatsApp threads and Facebook groups break down at every step: finding a partner, agreeing on a time and place, and trusting a stranger enough to show up.

“The organiser always ends up spending hours managing polls, chasing confirmations, handling last-minute cancellations. It kills the fun.”

Bajo · interview participant
Hypothesis

The barrier isn’t motivation. It’s the friction of finding the right person and trusting them enough to show up.

02

Research

5 semi-structured interviews with active players in Berlin. Everyone already had a routine; everyone struggled with coordination, skill matching or trust.

Primary persona

SummerThe social performer

Plays to find her tribe and to fight social isolation. She wants a community she can rely on, not just a court booking.

Needs a group that expects her to show up.

Secondary persona

DaisyThe efficiency seeker

Already plays regularly, but loses patience with logistics, last-minute cancellations and skill gaps.

Needs games that run themselves.

Key insight

Newcomers play more regularly when they feel committed to a group, yet hesitate because they don’t trust strangers. A map-based game room removes more friction than any group chat.

03

The solution

Scattered chats become structured game rooms: profiles double as reputations, logistics run themselves, and a no-show penalty keeps everyone accountable.

  1. PlayMate sign-up screen
    01

    Set up your profile

    Pick your sports, set a skill level and say how you play. The profile is your reputation: reliability score and peer reviews build over time.

  2. PlayMate discover screen with nearby games
    02

    Find or create a game

    Browse open game rooms nearby by sport, level, time and cost. Join in one tap, or create a session. Scheduling, cost-splitting and waitlists run automatically.

  3. PlayMate friends and playmates screen
    03

    Play, rate, repeat

    After the game, rate teammates on reliability, passion, respect and communication. The better you show up, the easier it gets into the next game.

04

Design decisions

A vibrant neo-brutalist look for an energetic, community-driven product.

Visual style

High contrast, thick black strokes and zero-blur drop shadows for a retro pop-art feel.

UX strategy

Gamified interactions and playful isometric illustrations keep the energy up.

Layout

Modular cards for fast scanning and a clear visual hierarchy.

Colour, by share of the interface

35%Light blue
#AEC8FB
30%Yellow
#FFE145
15%White
#FFFFFF
11%Blue
#3D57F5
6%Pink
#F5A0C0
3%Dark navy
#1A1A3A

Type

Epilogue · titles

Welcome back, Alex!

700 · 800 · 900 — app name, screen headings, section titles

Inter · body and UI

Sunset Park Courts · Sat 7pm · 6 players joined

400 · 500 · 600 · 700 — body, buttons, labels, captions

PlayMate logoPlayMate app icon in the iOS dockPlayMate button styles

05

Usability testing

5players, the same people I interviewed
4rounds, from wireframes to final screens
4core tasks: create, join, rate, review

Findings were clustered after every round and fed straight into the next build. Here are the four strongest signals from each.

Round 1

Low-fidelity wireframes

PlayMate low-fidelity wireframe 1PlayMate low-fidelity wireframe 2PlayMate low-fidelity wireframe 3PlayMate low-fidelity wireframe 4PlayMate low-fidelity wireframe 5PlayMate low-fidelity wireframe 6PlayMate low-fidelity wireframe 7PlayMate low-fidelity wireframe 8PlayMate low-fidelity wireframe 9

7 findings and what I changed

  • Didn’t know when or how to rate teammates after a game

    The rating screen now opens automatically when a game ends

  • Cost-splitting was unclear before joining a paid game

    Costs split automatically and show up front; cash or PayPal

  • Missed the Create action in the tab bar

    Create button enlarged and raised above the bar

  • Unclear whether a game needed a minimum headcount

    Creators can set a minimum and maximum player count

  • Expected some consequence for a no-show

    Automatic 1-star reliability penalty, shown on the profile

  • Wanted to book the venue, not just see its name

    Tapping a venue opens its own booking app

  • Asked for a back-up plan for last-minute cancellations

    Waitlist added; extra players fill cancellations automatically

The loudest signal of round one: nobody had a clear moment to rate a teammate, so the rating screen now finds the player.

Round 2

High fidelity, version 1

PlayMate high-fidelity version 1 screen 1PlayMate high-fidelity version 1 screen 2PlayMate high-fidelity version 1 screen 3PlayMate high-fidelity version 1 screen 4PlayMate high-fidelity version 1 screen 5PlayMate high-fidelity version 1 screen 6PlayMate high-fidelity version 1 screen 7PlayMate high-fidelity version 1 screen 8PlayMate high-fidelity version 1 screen 9PlayMate high-fidelity version 1 screen 10PlayMate high-fidelity version 1 screen 11

11 findings and what I changed

  • Landed on Home with no first-time context

    Onboarding flow designed and added

  • Cards blended into the background

    Contrast between cards and background increased

  • The map scrolled away with the list

    Map stays fixed while the list scrolls

  • Couldn’t find where a no-show would appear

    Clear entry point added; incident log recoloured from yellow to red

  • Map pins were hard to read at a glance

    Pins redrawn for readability

  • Wanted actions when tapping another player

    Add friend, message and invite in one menu

  • Button sizes were inconsistent

    Button heights standardised across the app

  • The hot pink read as visual noise

    Palette reduced for consistency

  • Square corners felt dated and off-brand

    Rounded corners across components

  • Expected Settings inside Profile

    Settings moved into a profile overlay

  • Confused by “Shooter”-style position tags

    Position tags removed from player cards

People dropped into Home with zero context. A first-time flow wasn’t optional; it led round three.

Round 3

High fidelity, version 2

PlayMate round 3 screenPlayMate round 3 screenPlayMate round 3 screenPlayMate round 3 screen

11 findings and what I changed

  • Bright background caused visible eye strain

    Background toned down across all screens

  • Couldn’t tell past games from active ones

    Past game cards restyled in greyscale

  • Wanted to try the app before signing up

    “Continue as guest” added to onboarding

  • Create Game felt like a jarring full-page jump

    Create Game now opens as an overlay

  • Couldn’t go back to a previous onboarding step

    Circular pagination to move freely between steps

  • The “Welcome” text felt repetitive and oversized

    Welcome text scaled down

  • Missed the social-proof number on sign-up

    Social-proof number enlarged

  • Scanned onboarding copy without reading it

    Copy cut to short, slogan-style lines

  • Bright yellow was tiring over a longer session

    After a colour-accessibility test, the yellow was softened

  • Assumed an empty input was already active

    Inactive inputs now use a very light grey stroke

  • Grouped “Past Games” with the wrong card

    Spacing corrected so Past Games sits with its section

People asked to try the app before signing up. Sign-up was blocking discovery, so guests can now look around first.

Round 4 · final

Task tests plus a heuristic pass

The last round paired task-based testing with a structured heuristic review across four themes. These are the final screens.

Onboarding

PlayMate — More than just a gamePlayMate — Find your sports circlePlayMate — Explore the neighbourhoodPlayMate — Play with the right matchPlayMate — Sign upPlayMate — Log in

Home and game flow

PlayMate — Rate the game and past gamesPlayMate — Home dashboardPlayMate — Game detailsPlayMate — Find a match, listPlayMate — Find a match, mapPlayMate — Create a game

Friends, ratings and profile

PlayMate — Friends and chatsPlayMate — Post-game feedbackPlayMate — Another player’s profilePlayMate — Your profilePlayMate — SettingsPlayMate — No-show penalty

06

Information architecture

Before sign-up

Value first

  1. More than just a game
  2. Find your sports circle
  3. Explore the neighbourhood
  4. Play with the right match
  5. Sign up, log in or continue as a guest
After sign-up

Five routes

  1. Home: upcoming matches and unrated games
  2. Discover: map-based search with filters
  3. Create Game: opens as an overlay
  4. Friends: chats, friend list, teammate feedback
  5. Profile: trophies, ratings, history, no-show log

07

What I’d do differently

The test rounds fixed the biggest blockers. Three smaller signals kept coming back; each deserves its own sprint.

Lost track of past games once the unrated list grew

Explore filters, “rate later” swipes and a completion badge, then track task success as the list grows.

Called the scroll cue “webby”, not native

Swap the custom indicator for iOS patterns like peeking cards or pagination dots.

Questioned why the logo took space on Home

Test a header that collapses on scroll and measure how people rate the extra room.

Conclusion

PlayMate answers three human problems: finding the right partner, coordinating without chaos, and trusting a stranger before the game.

The result makes playing feel like playing again.