Work / 06 — Game · UI

GoArt Worlds — AR Events

Portal redesign proposals to solve AR event exploration and page bloat — two distinct directions for how players discover and join location-based AR events.

Role
UX/UI Designer
Client
RoofStacks · GoArt Worlds
Platform
Mobile (iOS / Android)
Scope
IA, flow proposals, UI layouts, interaction patterns
GoArt Worlds AR Events — design proposal 1
Proposal 1 — AR event discovery, search, and location filtering.
GoArt Worlds AR Events — design proposal 2
Proposal 2 — an alternate direction for the same discovery flow.

Case study

Problem

GoArt Worlds' portal pages were bloated — portals tried to do everything (portal info, AR event lists, and rewards), so exploration suffered and navigation hit dead-ends.

Constraints

Not just UX — product reality. A full IA restructure exceeded near-term dev capacity, the performance budget was tight, and changing live IA carried risk to shipped features.

Two proposals

A — Portal-centric: tabbed portals (Space info / AR Events / Rewards) plus card-based event discovery with filters and modal/drawer details — no IA change. B — Events index: a dedicated events list with search and filter chips; portals reduced to lightweight reference pages.

Outcome

Proposal A shipped — it solved exploration and bloat while respecting the constraints (no restructure, no performance hit, reusable tab/modal patterns). B was architecturally cleaner but didn't fit the near-term roadmap.