TL;DR

Gamers often struggle to find people who share interests beyond the games themselves—making social discovery feel shallow. I owned research synthesis through task-flow architecture for a four-person EA-sponsored hackathon team. The work stayed at concept stage: a 24-hour sprint, not a shipped feature.

Problem

Beyond gaming

Shallow social discovery

Gamers struggle to find people who share interests outside the games themselves—friend lists stay title-centric, not interest-centric.

My scope

Research → flow

Sole UX on a 4-person team

Secondary research synthesis, persona definition, and task-flow architecture for two frontend engineers and one data scientist.

Constraint

24 hours

Concept sprint, not shipped

Honest scope: flows and wireframes for a hackathon prototype—no hi-fi polish or live feature.

Context

A 24-hour industry hackathon, sponsored by EA

This was an industry hackathon format: one day, one problem brief, one cross-functional team. I joined as the sole UX designer alongside two frontend engineers and one data scientist—everyone building toward a demo by the end of the sprint.

I'm including a non-shipped concept project because the problem maps directly to live-service and social game features: how players discover communities, find shared interests beyond a game title, and decide whether to join. That's the same design space as retention, engagement, and player-to-player connection in AAA titles—even when the deliverable is a flow diagram and wireframes, not a production build.

Research

Secondary research and a target persona

With no time for primary interviews, we grounded the concept in secondary research on how teens and young adults form interest-based groups online—and where gaming social layers fall short.

41%

of teens report participating in online groups centered around hobbies

84%

of respondents emphasized connecting with like-minded gamers for engagement

40%

of teens participate in groups with a focus on humor

Persona

Alex Lewis

Graphic Designer · Age 24 · Vancouver, CA

I find it challenging to connect with other gamers who have different interests and experiences, so I don't see a compelling reason to interact with them

Scenario

Alex is a passionate gamer who spends most of his free time playing games on his Mac. He has developed strong skills across genres—but Mac lacks social features for adding friends in-game. He struggles to find common interests outside gaming, which limits conversations with others.

Behaviour
Enjoys multiplayer games and connecting with other gamers to play together and share experiences.
Pain points
Hard to talk with strangers outside gaming—feels he doesn't have enough shared interests to sustain a conversation.
Motivation
Wants to make connections with other gamers who share his interests—not just the same game library.
Alex Lewis persona — graphic designer, age 24, Vancouver, with quote and behaviour / pain / motivation
Persona slide delivered for the sprint — Alex Lewis, target user for social discovery.
Principles

What we designed for

Alex needs to find people through shared interests—not just game titles. Each principle below drove a specific decision in the task flow and wireframes.

  • Search before browse — Keyword search surfaces relevant communities immediately rather than forcing users through a directory. The wireframe uses “What are you interested in?” as the entry point.

  • Interest over title — Search results group communities, events, and people around a shared keyword (e.g. Art Gallery)—not just which franchise you play.

  • Join with context — Community profiles preview bio, member count, and upcoming events before commitment.

  • Events as on-ramps — Event cards with host, schedule, and a Details CTA give a low-stakes path to participate before joining a community full-time.

Task flow

Community discovery end-to-end

The flow I delivered for the team—color-coded by step type in the original diagram (screens, user actions, system responses). Search and keyword matching sit early; event registration closes the loop.

  1. Start

    Start
  2. Community Screen

    Screen
  3. Input keyword in search bar

    Action
  4. Show communities matching keywords

    System

    Surfaces groups where users can meet people with common interests—not just shared game titles.

  5. Select a community to join

    Action
  6. Community Profile

    Screen

    Bio description · member count · offline & online event list

  7. Select an event

    Action
  8. Event Screen

    Screen

    Join Event CTA · event summary · details · similar event recommendations

  9. Register for event

    Action
  10. End

    End
Wireframes

Browse vs. interest-based search

Two states of the Community Screen—default game-based recommendations, then keyword-driven results when Alex searches for a shared interest.

Community hub wireframe — game-based recommendations, hero carousel, and sidebar for My Community and My Event
Default Community Screen — recommendations based on games you play, plus sidebar shortcuts to joined communities and upcoming events.
Community search wireframe — Art Gallery keyword surfaces matching communities, events, and people
Search results for “Art Gallery” — interest-matched communities, related events, and people who attended similar events.
Events

Event discovery and registration path

From Community Profile, users pick an event and land on a detail screen with summary, Join Event CTA, and similar-event recommendations.

Event discovery wireframe — row of event cards with date, title, host, and Details CTA
Event browse pattern — card row with franchise art, schedule, host, and Details entry point before registration.
Honest close

What I'd do with more time

This project stayed at flow and wireframe stage—the 24-hour constraint meant prioritizing direction over pixels. With more time, I'd validate the search-first IA with quick usability tests, flesh out community profile content hierarchy, and pressure-test event registration against real player mental models.

The engineering team did build a working prototype that validated technical feasibility. I don't have a visual record of that build—what's documented here is the UX direction I owned before handoff.

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