Bobby Shaw

Design Studios

4 million players designed alone.Belonging had to feel like a warm room.

A 30,000-person Facebook group proved players didn't want to design alone — they wanted to celebrate each other's work. Research, frameworks, and a 19-screen prototype for a social feature that had to feel like home, not a competitive ladder — built in three weeks.

RoleProduct Designer
Timeline3-week sprint
ToolsFigma, Claude Code, Supabase
TeamSolo designer
Game DesignSocial FeaturesMobileUX Strategy

Hero image

Context & Challenge

Venue is a mobile interior design game with over 4 million downloads. Players design rooms, submit them for anonymous peer voting, wait two hours, and get a star rating. That's the entire social layer.

But 30,000 players organically built a Facebook group. They weren't asking for chat. They were sharing designs and celebrating each other's work — doing something the app never gave them space for.

The founder's north star: D30 retention through social attachment. Not engagement tricks. Real belonging.

The Design Challenge

Build a group social feature for a game whose brand is calm, elegant, no pressure — without turning it into a competitive guild. No chat. No streaks. No "last active" timestamps. No leaderboards. Understandable in 10 seconds. Woven into the existing game loop.

Venue app screen
Venue app screen
Venue app screen

30,000 players built a community the app never gave them space for.

MyRole&Approach

This was a three-week design sprint coordinated by Yummy Labs in partnership with Superbloom and their founder, Emily. I owned the full design arc — research through prototype — working from a shared brief while making every framework, screen, and pixel decision independently — with Claude and his codes as my copilot.

Phase 1

Understand

Game audit, player psychology, alignment

Phase 2

Frame

JTBD stories, KPI mapping, constraints

Phase 3

Explore

6 wireframes, reference analysis, hybrid

Phase 4

Build

36 components, 19 screens, prototype

Phase 5

Present

Narrative, walkthrough, phased roadmap

TheWork

Discovery

I mapped every point-earning activity, every social surface, and every natural gathering moment. The audit revealed that the moments with the highest emotional charge had zero social presence. Players finish a design they're proud of and have nowhere to put that pride. They earn five stars and nobody knows. Then I built Beth — not a persona, but a psychological needs profile grounded in Self-Determination Theory. Three needs, ten facets. The key insight: Beth doesn't leave because of one bad experience. A dozen small unmet needs compound into "I don't feel like opening it today."

Activity Audit

Beth's Psych Profile

Moments Mapping

JTBD Mapping

KPI Mapping

Wordless Connections

Integration Mapping

Discovery Flow

Activity Audit
Beth's Psych Profile

Beth doesn't leave because of one bad experience.
A dozen small unmet needs compound into ' I don't feel like opening it today .'

A woman on a couch in a cream knit sweater, holding her phone — the player Beth was designed for

Exploration

Three directions for the Studio Home. Three for weekly goal progress. Each tested a different balance of warmth, visibility, and momentum. The Hybrid cherry-picked the best of each: skyline as emotional anchor in the postcard, a single stat line that only goes up, progress ripple with milestone notches but no percentage, anonymous gallery with a private coral dot only Beth can see, and progressive postcards that fill from grayscale to color. Every week gets one. "A Cozy Week" — not "Incomplete."

The Hybrid — chosen direction
Early wireframe 1
Early wireframe 4
Early wireframe 3
Early wireframe 2

Key Design Decisions

Contribution visibility vs. comparison trap

Anonymous gallery. Only Beth sees her own work — a small coral dot, private to her.

Option A — Named gallery with scores

Each design shows the creator's name and star rating. Transparent but risks turning the gallery into a ranking.

Option B ✓ — Anonymous gallery with private indicator

All designs shown anonymously. Only Beth sees which one is hers — a small coral dot, private to her. No names, no scores, no rankings.

The call: Anonymity and the private indicator mitigate the comparison instinct. The gallery celebrates the collective — not individuals.

Weekly momentum vs. mid-week anxiety

Three layers: skyline filling, stat line that only goes up, ripple bar with notches. No percentage label.

Option A — Single progress indicator

One bar or number showing weekly progress. Clear but fragile — mid-week dips feel like failure.

Option B ✓ — Three-layer momentum defense

Skyline filling visually, collective stat that only goes up, ripple bar with milestone notches. Progress as a feeling, not a math problem.

The call: No percentage label — you see progress as a feeling, not a math problem.

Warmth of return vs. guilt of absence

No timestamps. No auto-kick. "Your studio missed you" — not "You missed 3 contributions."

Option A — Light guilt mechanics

'Last active' timestamps, gentle streak counters, 'your team needs you' nudges. Industry standard. Effective short-term.

Option B ✓ — Zero guilt, persistent home

No timestamps. No auto-kick. No absence penalties. The Studio is a persistent home, not a contract. Clean weekly slate on return.

The call: What we deliberately didn't build matters as much as what we did.

Final Designs

What we deliberately didn't build matters as much as what we did.

Outcome&Impact

19 screens

Full feature flow from discovery through weekly lifecycle

36 components

Variable-bound, auto-layout Figma component system

Live prototype

19-screen tappable prototype with Supabase data collection

SDT × JTBD × Octalysis

Psychology-grounded framework connecting player needs to business KPIs

Design sprint deliverable — not a shipped product. Outcomes are strategic. Phase 1 scoped to the smallest version that proves the hypothesis. Connections, player-created Studios, and Seasons are on the roadmap — but only if Phase 1 earns them.

Phase 1 proved belonging works.
Everything after earns its way in.

— Reflection