Overview

I explored playing cards in a digital environment through building a mobile app capable of displaying, counting, and sorting cards. I experiemented with interactive capabltes in Figma, focusing on simplification.

Duration

Duration

Duration

5 weeks

5 weeks

Role

Role

Role

UX Designer

Skills

Skills

Skills

Interaction

Illustration

Interaction Illustration

Interaction Illustration

Tools

Tools

Tools

Figma

Figma

Figma

planning

Key Features

Before diving into the design, I knew I wanted to priortize these key aspects as part of my solution:

Intuitive Design

Intuitive Design

Intuitive Design

The UI will resemble the act of physically holding cards, making it intuitive for the user.

Confirmation Dialog

Confirmation Dialog

Confirmation Dialog

There should be error prevention to prevent users from accidently removing a card.

Engaging Visuals

Engaging Visuals

Engaging Visuals

The design should be eye-catching and aesthetically pleasing to the user.

ideation

Sketches

I designed a playful and engaging theme using soft tones, rounded shapes, and fruit-inspired characters. My process included sketching initial card designs and app layouts, with a focus on horizontal scrolling to mimic the natural feel of holding playing cards.

design

Card Designs

I designed the cards in Figma, exploring its vector and artistic tools for the first time. This experience allowed me to experiment with vector art in a new way, making the process both challenging and enjoyable.

I characterized the King as a durian, the Queen as a pomegranate, and the Jack as a banana. I incorporated vines and other fruits into the design as well.

Final Frames

Swiping through cards

Horizontal swiping mimics the act of physically holding cards.

Adding cards to deck

Similar to "drawing" a card from a pile in the middle.

Removing cards
from deck

Removing cards from deck

Similar to placing a card back in the pile. Includes a two-step deletion process to prevent users from deleting a card by accident.

Prototype

conclusion

Reflections

Stay Organized

This was my first time utilizing Figm'as advance prototyping capabilities to created animated and complex interactions. Through this, I learned the importance of being organized; it’s easy to get lost and overwhelmed with so many flows and components.



Sometimes, Less is More

This project taught that sometimes simple is best. When focusing on micro interactions, it’s important to not overwhelm the user with flashy visuals or unnecessary details. By having a simple design, I was able to design the interactions to be intuitive and easy to navigate.

Stay Organized

This was my first time utilizing Figm'as advance prototyping capabilities to created animated and complex interactions. Through this, I learned the importance of being organized; it’s easy to get lost and overwhelmed with so many flows and components.



Sometimes, Less is More

This project taught that sometimes simple is best. When focusing on micro interactions, it’s important to not overwhelm the user with flashy visuals or unnecessary details. By having a simple design, I was able to design the interactions to be intuitive and easy to navigate.

Stay Organized

This was my first time utilizing Figm'as advance prototyping capabilities to created animated and complex interactions. Through this, I learned the importance of being organized; it’s easy to get lost and overwhelmed with so many flows and components.



Sometimes, Less is More

This project taught that sometimes simple is best. When focusing on micro interactions, it’s important to not overwhelm the user with flashy visuals or unnecessary details. By having a simple design, I was able to design the interactions to be intuitive and easy to navigate.

Thanks for visiting!

Thanks for visiting!

Thanks for

visiting!