Joy Wu / Product Design
Interactive Case Study2026

Product Design · Game Lobby

Game Lobby
& Discovery

A browsing experience for helping players discover rooms faster, compare game information more clearly, and move between list layouts without losing context.

RoleProduct Designer
ScopeLobby UX
PlatformMobile Web
FocusDiscovery & Navigation

The challenge was to turn a long room list into a more scannable and flexible browsing experience.

This concept explores how one lobby can support different browsing modes: image-led discovery, information-dense comparison, and a reference layout closer to the current online version.

01 · Preview

The prototype at a glance.

The lobby combines top-level account and banner areas with a room-discovery section below. Different room cards experiment with how much visual emphasis should go to the game thumbnail, payout information, room metadata, and call-to-action details.

Full prototype preview for the game lobby

02 · Design Goals

What the lobby needed to solve.

Players often need to answer several questions quickly: Which room is live? What is the betting range? How different is this room from others? Should I keep browsing or enter right now? The design direction focused on making those answers easier to scan.

Goal 01

Improve scannability

Make room thumbnails, key metadata, and room status easier to compare at a glance.

Goal 02

Support different browsing intents

Some players browse visually, while others compare RTP, volatility, and historical win data before choosing a room.

Goal 03

Create clearer hierarchy

Separate primary information such as game name and room status from secondary details like “More Info” and supporting metrics.

03 · Layout Exploration

Three ways to browse the same content.

Instead of forcing one card format, the concept explores multiple content densities. Each mode changes the balance between emotion, comparison, and information depth.

Visual grid mode

A thumbnail-led layout for fast discovery. It gives more space to the game setup and presenter, making it easier to browse rooms based on visual preference and overall mood.

Dense comparison mode

A more compact format that keeps the image but increases the weight of information such as RTP, volatility, historical win, and betting ratio distribution for side-by-side comparison.

Reference online version

This mode acts as a benchmark against the more experimental options above. It helps evaluate how much the new layouts improve room scanning while staying grounded in the existing product logic.

04 · Information Hierarchy

Designing the card around the decision.

Each card is ultimately a decision surface. The content hierarchy was organized around the question: what does a player need first before deciding to enter a room?

01

Recognize

Game image, room name, and status establish immediate recognition.

02

Compare

Bet range, multipliers, and ratio blocks support quick room comparison.

03

Evaluate

RTP, volatility, and historical win values help players judge room characteristics.

04

Enter

“More Info” and the room entry surface become supporting actions after confidence is built.

05 · Key Design Moves

What changed in the browsing experience.

Rather than redesigning the lobby as a completely different product, the concept strengthens the existing room list by clarifying its information structure and making room discovery more adaptable.

Better visual entry points

Large room thumbnails increase emotional pull and help players navigate visually before reading details.

Mode-based content density

Different room layouts support different mental models: browsing, comparing, and referencing.

Clear room metadata

Room code, player count, live status, and betting range are grouped more predictably.

Comparative decision support

RTP, volatility, jackpot, and ratio blocks are surfaced more deliberately where comparison matters.

06 · Final Screen

The full concept in one view.

The final concept shows how the lobby can become more useful without losing familiarity — balancing discovery, comparison, and room-entry clarity in one mobile browsing experience.

Final game lobby concept screen

Discovery layer.
Top banner and room sections organize attention, while layout variety helps the lobby feel more curated than a flat list.

Decision layer.
Each card moves from image-led attraction to data-informed comparison, supporting room entry with more confidence.

Outcome

From a list of rooms
to a discovery experience.

This concept reframes the game lobby as a place for browsing, comparing, and choosing — making room discovery feel more intentional, visual, and decision-friendly.