Phase 10 Cover

Phase 10 Assistant

Phase 10 Assistant is a modern approach on how you interact with physical card games. It’s an all-in-one companion that can elevate your gaming experience.

Project type

UI/UX | Programming


Project type

2021-today


Tools used

Figma, Android Studio

PlayStore icon
Card_1

A new approach on card games

Phase 10 Assistant its all about elevating your current physical card game experience. Just some extra tools to make your Friday night with friends, even more fun!

Card_2

Typography & Colors


Font

Regular

Medium

Bold

This is DM Sans

And this is a small description just for contrast


DM Sans really help push the identity of Phase 10 Assistant to its maximum potential. Structured, readable, versatile, it aligns with the app’s vision as a simple and seamless product for everyday user.

#FCBC98

#989CDC

Icons

Shadow icons are used in larger scale and often alone. They can be found in main pages and have a decorative means. Gradient icons work as a group and are easier to read. They exist in buttons, context menus etc. and complete the meaning of text..

Icons

see your score

every phase


See your phase, points and what you need to discard each phase. No more trying to find that paper where you wrote the phases! Sabotage the others by discarding cards they don’t want!

Phase 10 Assistant its all about elevating your current physical card game experience. Just some extra tools to make your Friday night with friends, even more fun!

Score
Own modes
Own modes

designed to give meaning to

every game


get competitive to claim the golden medal!

Share
Card_2

THE PROBLEM

Existing Phase 10 helper apps offer only rudimentary features, lacking enhancements that elevate the overall gaming experience. These applications often suffer from cumbersome usability due to poorly designed user interfaces and subpar user experience models, resulting in frustration for users. As such, there exists a clear opportunity to develop a more sophisticated and user-friendly solution that not only aids players in mastering the game but also enhances their enjoyment and engagement.

THE SOLUTION

The design approach prioritizes a fresh and visually appealing aesthetic, incorporating game-suiting colors to evoke a sense of immersion and engagement. By integrating original user-focused features, it aims to enhance the overall gameplay experience, fostering greater interactivity and addressing previously unmet user needs. Through this iterative approach, we strive to deliver a Phase 10 helper app that exceeds user expectations and sets a new standard for usability and enjoyment.

TARGET AUDIENCE

Phase 10 is a universally inclusive card game suitable for families and groups of friends, transcending age boundaries with its engaging gameplay. While appealing to a diverse demographic, the primary player base typically falls within the age range of 12 to 65 years. This demographic exhibits a propensity for critical thinking and strategic organization, attributes integral to success in the game. From a design perspective, this necessitates a user interface and navigation system that seamlessly accommodates players of all ages. Ensuring a universally accessible and enjoyable experience across this broad age spectrum is paramount to the game's design objectives.

COMPETITION

By observing a market gap, Phase 10 Assistant really took off due to its features and ease of use. Below, are presented the competitors that the app had to face when it comes to winning a market share and be successful.

Phase10 Counter

Giannis Alevizakis

Overall a very simple app that does its job very effectively with little to no bugs and is very easy to use and navigate. It doesn’t feature anything fancy, but it’s very user friendly and simple for new players.


+ The first and simpler app for calculating game points
+ Very simple user interface
+ Offers useful tools such as sort players according to their place and game rules
~ Everything is represented by text, can get very tiring
~ Limited to the original game mode
~ Little information hierarchy - can create visual confusion

Phase 10 Scoreboard

Matrix_Developer

Well designed app but lacks in user experience. After using it a couple times, I couldn’t understand how most features work, which led to disatisfaction.


+ Interesting visual identity with bold colors and many visual cues instead of text
+ Useful tools such as edit player points, skip phase and dealer indication
~ Confusing navigation, lagging animations and overall poor user experience

Because the market is still not saturated by this type of apps, there was still time to create a better product without sacrificing on features that have already been implemented by other creators. By examining the competitors, I was able to distinguish what the market needed as well as what could be improved from the existing products. Also, I could see their way of implementing different features and whether they were successful or not from the feedback they got, from Google Play reviews. In this way, a healthy competition is created where every product is benefited from its competitors and each creator tries to level up their product by trying to overcome problems and difficulties faced by the others.

BENDING THE RULES

By observing a market gap, Phase 10 Assistant really took off due to its features and ease of use. Below, are presented the competitors that the app had to face when it comes to winning a market share and be successful.

THE PROBLEM

Every round’s objective is described by a small sentence showing which cards the player has to discard. The game’s official rules include a special card with small cards and numbers. While it is successful on print, it can often lead to interface clutter when it comes to digital applications. As humans tend scan, instead of reading, it was proven necessary to find a new way to show these objectives.

THE SOLUTION

Every round’s objective is described by a small sentence showing which cards the player has to discard. The game’s official rules include a special card with small cards and numbers. While it is successful on print, it can often lead to interface clutter when it comes to digital applications. As humans tend scan, instead of reading, it was proven necessary to find a new way to show these objectives.

FEATURES

ROOMS

“Rooms” is a special feature which really captures the player’s needs, especially in Phase 10 where taking down points is a bit harder than other card games. It ensures that every player has control over their score and is not prone to mistakes while providing a fresh way of playing card games.

THE PROBLEM

Every round’s objective is described by a small sentence showing which cards the player has to discard. The game’s official rules include a special card with small cards and numbers. While it is successful on print, it can often lead to interface clutter when it comes to digital applications. As humans tend scan, instead of reading, it was proven necessary to find a new way to show these objectives.

THE SOLUTION

Every round’s objective is described by a small sentence showing which cards the player has to discard. The game’s official rules include a special card with small cards and numbers. While it is successful on print, it can often lead to interface clutter when it comes to digital applications. As humans tend scan, instead of reading, it was proven necessary to find a new way to show these objectives.

AN EXTRA TAKEAWAY

In order to improve the overall user experience when using Rooms, players would first join a Room and then vote which mode they would like to play, instead of having a host which decides from the start, and has to re-create a room if the player’s choose another mode.
While in paper, this sounds a great idea, in reality it creates some major user experience issues. The app’s structure focuses on the different types of available game modes, each of them belonging to a specific group according to ts creation parameters (who created it, how long it will be available, mode familiarity etc.). In order for the players to select a mode after entering a Room, all modes would have to be unified into one page where the players would select their desired one. The problem rises in the unification model which would confuse users about each mode’s category. All modes would look the same and the users would find it extremely hard to find their desired mode.

Phase 10 Cover