R’lyeah Wallet
#UX Case Study
01. Overview
This case study showcases the approach I took to apply the problem-centered approach, combined with a fundamental UX skillset.
Explore the thought process in each step that allowed the insights gained from this project.
02. Role
Duration: June - August 2024 (3 months)
Role: Team Lead, UX/Product Designer
Team: 7 members
Platform: Lovable, Canva,
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 until it came to an end.
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.
Imagine you want to play Monopoly online. If you had to find the app, 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 pain users felt and takes a user-centered approach.
What is TRPG?
TRPG is a type of board game designed to create a story from scratch.
This project was conducted in Japan, which has a unique market expanding beyond players but live streaming, theater, and movie interpretation.
Each Scenario acts like a story. Hence, the frustration is seen when there are inconsistent user journeys for tools.
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 suggestions on what could be different. Suggesting the user’s journey they currently take.
⚠️ 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.“
Design Process
Low Fidelity wireframe
Instead of directly sketching on paper, I chose to use elements on Figma. The decision should be based on the team workflow, and in order to achieve a consensus among my team, this digital format was chosen.
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