01 / Product Design

COURTSIDE

A pickup basketball platform designed around how players find courts, organize games and get on the floor.

Product design / UX / UI
2025
Temporary visual direction for the COURTSIDE basketball platform
Direction study / Original project media to follow
Overview

Pickup basketball is simple to play and surprisingly difficult to organize. Useful information about courts, availability and active games is often scattered, incomplete or missing.

Timeline
March to July 2025
Role
Research, product strategy, UX, UI and prototype
Collaborators
Independent graduate project
Audience
Pickup basketball players looking for a court or a game

What the work needed to do

COURTSIDE brings court discovery, game creation and player coordination into one focused mobile experience built around the moment someone decides they want to play.

Courtside screens showing the game list, court map and game creation preview.
Key decisions

The choices that shaped the final direction.

01

Start with place

A map and useful filters make nearby courts the fastest entry point. Court details then answer the questions that determine whether someone will actually go.

02

Separate finding from hosting

Players can join an existing game quickly, while a guided creation flow gives hosts enough control without turning a casual run into administration.

03

Keep the system familiar

Saved courts and clear game states reduce repeated searching while keeping the experience legible to someone opening it for the first time.

Process / Evidence

01Research

From a broad interest to a specific friction.

The project began with pickup basketball culture, then narrowed to the repeated gap between wanting to play and knowing where, when and with whom.

Courtside user flow connecting account setup with court discovery, game discovery, game creation, and saved courts.
The product was organized around four core paths: find courts, find games, create a game, and return to saved courts.
02Structure

Four actions shaped the product.

Find a court. Find a game. Create a game. Return to saved places. That structure kept the product focused as screens and flows developed.

Courtside wireframes shown beside the finished map, game list, and game creation interfaces.
Core wireframes were carried into the finished interface while the visual hierarchy and interaction details were refined.
03Testing

The story was refined through repeated presentation.

The project was presented throughout the term and again at an industry-facing showcase. Feedback consistently emphasized the clarity of the map and court-detail experience.

Courtside map and Kitsilano beach court detail screens shown together.
Testing and repeated presentations helped refine the path from discovering a nearby court to deciding whether it was worth visiting.
Exact contribution

We defined the problem, led the research and product strategy, designed the experience, built the interactive prototype and presented it throughout the graduate term.

A collection of Courtside mobile screens showing the complete product experience from onboarding through saved courts.
Outcome

The final prototype covered the core discovery, joining, hosting and saved-court flows and was presented at the graduate showcase in August 2025. No commercial performance is claimed; the result is a complete product-design case study.

Reflection

COURTSIDE demonstrates how a personally relevant subject can become a disciplined product system when the work stays close to a real user decision: how do I get into a game today?

Seen enough to start a conversation?

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