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
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.