Icon of a person with an arrow pointing to the right on a purple geometric patterned background.

Design moves that I made for a million players


When I joined World Chess, my first task was to improve the core element of the platform — game screen. I reached out to the support team and saw a pretty big number of complaints about the game screen being reported.

Players were confused by how matches ended, what their game results meant and where to go next. The layout was especially difficult to use on mobile because key buttons were off-screen and the game analysis feature was hidden way below the chess board.

Period
Jul 2023 – Aug 2024

Role
Product Designer

Keywords
Web, IA, —, —

Screenshot of an online chess game interface showing a chessboard with pieces, a profile picture, and various game options and notifications.

Process & Goals

I analysed the full flow from how a game starts, ends and could be transitioned into the next one.

I listed all possible user states in FigJam like logged in, guest, free or paid and defined what each of them should see at every stage. By doing so I wanted to achieve following goals for the game screen updates:

Increase free-user conversion.
I wanted to show non-registered players how many rating points they could have earned to motivate signup.

Highlight PRO account benefits.
I decided to see result messages to tell free users what official FIDE title they would have received with a PRO account.

Keep the game continuous.
Players shouldn’t need to leave the screen or search for a new match elsewhere on the platform.

↳ Open FigJam

A digital chess game screen with a notification showing an opponent has lost connection and prompting a countdown for reconnection or winning the game. The chessboard shows various pieces in play with a move in progress, with the timer displaying 13 seconds left.
A mobile app interface with chess piece icons behind a menu overlay, showing options like 'Zen', 'Settings', 'Report', and 'Flip back'.
Chess game with the last move highlighted in yellow, showing a pawn move, and a legal move option of dots selected in the settings menu.

Design System

I also participated in setting up a foundation of our design system. I started with game-related components. The game screens reused similar patterns with slight differences, so we worked with developers to turn them into reusable components like result banners, chess notation and analysis panels.

It took more time at first but later saved hours: screens behaved the same on every resolution and new features could reuse the same logic.

Outcome

The redesigned game screen made the end of a match simple to read. It was much more obvious for players to immediately see the result, rating changes and a clear next step, depending on their account type and game result. The analysis now lives in a compact bottom sheet that stays accessible without blocking the board. After the update the support team reported a drop in complaints.

Banter Blitz


Banter Blitz is a live format game mode where regular players can challenge professional chess champions for quick games. My role was to design the experience from both sides: the player and the champion.

Process & Outcome

I designed the full interface: queue management, different states for anonymous, free, and Pro users and responsive layouts for web and mobile. Every screen and control was documented for implementation to avoid guesswork by dev and QA teams.

↳ Open FigJam

I gathered requirements, analysed similar platforms and mapped every step like creating a session, joining a queue, waiting, playing, taking breaks and finishing the stream. These user-flows and wireframes helped me and the team understand logic and potential technical requirements.

The result was a new game mode that gave a chance to regular players get connected with prominent chess professionals.