
A service and mobile app concept designed to help people find sports partners, organize games, and book nearby venues — with less social and logistical effort.

A service and mobile app concept designed to help people find sports partners, organize games, and book nearby venues — with less social and logistical effort.
Two core flows — the Home screen with upcoming events, find players, and find venue; and the Create Game flow with sport selection, skill level, venue booking, and player management.
Home · Play · Book — Three Tab Views

Create Game Flow

Finding someone to play sports with is harder than it should be.
"People give up on physical activity not because they lack motivation — but because they lack a partner."
Casual sports players in cities rely on WhatsApp groups, social media posts, or pure luck to find partners. There's no dedicated, low-friction way to find people at the right skill level, at the right time, near the right venue.
Booking venues is a separate, often frustrating process — handled through phone calls or third-party platforms with no connection to the game or the players involved.
Research focused on understanding how casual sports players currently organise games — the friction points, the workarounds, and what they actually need.
Players spend more time coordinating than playing — messaging across multiple platforms to confirm attendance.
Skill level mismatch is a major frustration — playing with people who are too advanced or too casual kills enjoyment.
Venue discovery is disconnected — users book courts on separate apps with no link to who they're playing with.
Social barrier — asking strangers to play feels awkward without a structured, purpose-built platform.
Let users create or join a game in under a minute — sport, time, location, skill level, done.
Noobie, Proficient, Master — clear tiers so games feel balanced and enjoyable for everyone.
Browse, compare, and book venues directly inside the game creation flow — no separate app needed.
01 — Mapping the Core Flows
Three main flows were identified: finding players and joining an existing game, creating a new game with full settings, and discovering and booking venues. Each flow was mapped before any visual design began.
02 — Design System First
A component library was built before screens — button variants, input states, card types, tab navigation, and icon sets. This ensured consistency across all screens from the first high-fidelity frame.
03 — Interaction Design
Key micro-interactions were designed: sport filter chips, date carousel, skill level selection, game access toggle (Public vs Invite Only), and the player management screen with add/remove controls.
04 — Iteration
The create game flow went through multiple iterations — early versions had too many steps. The final version combines sport, area, date, time, access, and skill level on a single scrollable screen with a clear CTA.
Find Players
Browse open games by sport, date, and skill level — join with one tap.
Create Game
Set sport, time, area, access type, skill level, and instructions in one flow.
Book Venue
Discover, compare, and book courts directly — price, rating, and amenities shown.
Manage Players
Add players, set invite-only access, share game link, manage attendance.
Color Palette
Primary
Secondary
Text
Restrained palette maintains clarity and reduces visual noise — supporting a low-pressure, approachable experience.
Typography
Zalando Sans
Bold, SemiBold, Medium, Regular — prioritizing readability and hierarchy. Supports quick scanning and reduces cognitive load.
Navigation Design
Core actions — Home, Play, Create, Book, Profile — accessible through predictable patterns and clear labels. Repeated layouts across flows help users feel oriented when switching between tasks.
PlayPal pushed me to think about social friction in product design — not just usability, but the psychological barrier of reaching out to strangers. The design had to make that feel natural and low-stakes.
Building the design system before the screens was a deliberate choice and the right one — it meant every screen felt consistent from the first draft, and iteration was faster because components just snapped together.