R’lyeah Wallet
#UX Case Study
01. Overview
This case study showcases how I identified and solved a core user problem through research-driven design and iterative prototyping.
I'll walk you through the key insights and decisions at each stage of the design process🐙
02. Role
Duration: June - August 2024 (3 months)
Role: Team Lead, UX/Product Designer
Team: 3 members+Multiple participants
Platform: Lovable, Canva, Figma, Wix
I took the initiative to start a project to centralize the experience of the Table-top Role Playing Game (TRPG).
It became the most active channel in a Discord community with over 1,000 comments.
03. Problem
📈In Japan, the market for TRPG has been growing since 2020, with nearly 8% growth as of 2025. Yet, the tools used have remained the same since the 2010s. As a player myself, I realized the pain point of scattered tools for the players when organizing a session.
If you're new, imagine you want to play Monopoly online. You need to find the app to play, use X to invite people, and use another site to check if they know the rules or their level.
This case study specifically focuses on the problem-centered approach by pivoting at times.
What is TRPG?
TRPG is a type of board game designed to Role Play in a Movie.
Each Scenario acts like a story. But… Why is this relevant?
There was a frustration with the inconsistent user journeys for tools.
Imagine you are about to make a transaction on an e-commerce.
They redirect you to seperate page to see the product image, then to a different website to check the cart, and multiple steps to complete payment.
Annoying, Isn’t it?
Hence this project aimed to enhance User Experience. By introducing a solution.
04. Research&Challenge
Upon realizing this pain point and the potential, I utilized venues to reach out to 7 individual TRPG players with 3+years of experience. And 5 beginner-level players.
The outcome proved potential and challenges.
✅ Strong validation for a centralized solution. Most participants did not realize their frustration with managing multiple platforms. Once the potential solution was proposed, many gave indications on what could be different. Suggesting the user’s current journey.
⚠️ Concern about adoption was prominent, especially because they already had records on previous tools. And, onboarding anxiety because they may not switch until others start using it.
💡Realization of users’ hidden pain points. Some of the interviewees expressed the wish to have a centralized search rather than matching.
Outcome? Problem Statement?
“User needs a centralized journey before and after the game session.”
05. Low Fidelity Prototype
In this process, I could have done a better job with the details.
Despite this lack of effort, we conducted a Regulated Usability Study to recieve feedback for the basic idea.
Home page
Collections
Socials
Profile
06. IA(Information Architecture)
Working with two engineers, I proposed the Information Architecture by categorising the features that were needed. It places the user center, and supports the flow before and after each session.
A new section for collection has been emphasized based on the user research. And pivoted the service to a more comprehensive archive of profile and played games.
After Usability Study
07. Mockup
Being completely honest, I was not aware of what a mockup is.
Therefore, this project directly went into the High Fidelity Prototype.
I know that was a mistake because Mockups can increase feedback while reducing revisions.
Since learning more about UX, I gained experience in each steps core meaning.
08. High Fidelity Prototype
Through interaction, we realized two things.
Users wanted to keep memories with the people they played with. Major tools did not cover this process after the game, and that was needed more than organizing the session itself or onboarding to the board game.
Now it has narrowed down from a comprehensive archive to a specific archive targeting the core issue that could be solved easily.
Closing
Winning moments
The winning moment was when I spoke with the potential user and received the feedback. It was not just the change in assumption for usability, but rather the core feeling of the users that mattered the most. This led to an incomplete project on my side, but resulted in a better outcome overall.
Lessons Learned
The best learning was the importance of utilizing tools to their potential. Low-fidelity wireframes should have been handwritten instead, and then it could have proceeded with building on top of another process. The order of prototyping blinded me from realizing the true solution that could have been revealed. Thus, I know the importance of having a toolbox of processes to cycle each process faster and better.