PROJECT OVERVIEW
Gaming communities are easy to find online. I wanted to explore what happens when you want to take them offline.
Discord, Reddit, Twitch, friends and tournament sites all help people find gaming communities, but they lead towards different things. Sidequest started as a simple map of local gaming events. After speaking with gamers, that idea felt too narrow.
RESEARCH
How people currently discover gaming experiences, and what makes something feel worth attending.
DESIGN CONSIDERATIONS
Design around the decisions users are already making.
FINAL SCREENS
The final direction.
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.
ACCESSIBILITY REFINEMENTS
The audit showed me where the interface was falling short.
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.
INTERACTION SAFEGUARD 01
It should be easy to change your mind.
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.
INTERACTION SAFEGUARD 02
Leaving shouldn’t come with surprises.
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
By the end, I realised this was really about belonging.
I began Sidequest thinking the main problem was access to information. If people could see what was happening nearby, they could find their community. The research challenged that assumption.
Knowing an event exists is not the same as feeling able to walk into it. That gap is quieter and more personal than the problem I first set out to solve. It made me think more carefully about uncertainty, confidence and the small signals that help someone feel welcome.
The accessibility check made that even clearer. Small design decisions can quietly determine who feels supported and who has to work harder. Thinking about those decisions as part of the system helped me create a more consistent and considered experience.









