Sidequest: A way into the local gaming scene
I wanted to help gamers move from their online lobbies to spaces they could physically be a part of.
So I designed Sidequest to make that first step into an IRL gaming community feel less daunting. It helps gamers find what’s going on around them and feel more confident stepping into that scene.
Duration
August 2026 - Ongoing
Tools
Figma
FINAL SCREENS
The final screens follow the journey from finding an event to feeling ready to turn up. Together, they show how discovery, decision-making, joining, saving and personalisation work across Sidequest.
Reviewing the screens against WCAG 2.2 AA revealed a pattern: the same accessibility issues were appearing in different places. Rather than patching individual screens, I used the audit to strengthen the system underneath them: improving colour tokens, making states clearer and giving controls more room to breathe.
Contrast that holds up
Text, borders and brand surfaces now use accessible semantic colour tokens, creating a clearer hierarchy.
State without colour alone
Selected chips combine colour with a checkmark, stronger outline and exposed selected state, making selection clear visually and to assistive technology.
Comfortable touch targets
Icon buttons and tabs now use 44 x 44 pt touch targets. Filter chips stay compact at 32 pt high while still meeting WCAG 2.2 AA requirements.
Removing an event from the Stash can happen faster than intended. Instead of making those actions immediate, I added a short window where the change is visible and easy to undo.
1.
The user removes a saved item.
2.
The item enters a brief pending state.
3.
They can undo the action, or leave it to complete.
When someone chooses to leave an event, a confirmation explains what will change before anything happens. They can continue or go back without losing their place.
1.
The user taps Unjoin.
2.
They review what leaving will change.
3.
They can choose to Leave this Sidequest or go back.
REFLECTION
Sidequest was a particularly fun project for me because it came from something I had wondered about for a while. I play games a lot, and it is easy enough to convince my friends to join a call or play something online. Finding an in-person community has always felt much less straightforward.
I started Sidequest focused on discovery. I assumed that if local gaming events were easier to find, more people would attend them. Looking back, that was a fairly surface-level understanding of the problem.
The research made me think about the hesitation that comes after finding an event. Will everyone already know each other? Am I experienced enough? What happens when I arrive? I realised I had to design for someone who may not already be confident enough to join.
That changed what I paid attention to. Skill level, group size, accessibility, and a clearer idea of what to expect became just as important as the event itself. It reminded me that removing a practical barrier does not always remove the social one. Sometimes good UX is about giving someone enough reassurance to press "join" in the first place.









