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.
01 / Product Design
A pickup basketball platform designed around how players find courts, organize games and get on the floor.
Product design / UX / UI
What the work needed to do

The choices that shaped the final direction.
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.
Players can join an existing game quickly, while a guided creation flow gives hosts enough control without turning a casual run into administration.
Saved courts and clear game states reduce repeated searching while keeping the experience legible to someone opening it for the first time.
Process / Evidence
The project began with pickup basketball culture, then narrowed to the repeated gap between wanting to play and knowing where, when and with whom.

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

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.

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

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.
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?