FLAGSHIP CASE STUDY · PRODUCT DESIGN
Rebuilding Lacrosse 26 around the player’s next decision.
A controller-first product redesign that turns Quick Play, team selection, match setup, and lineup management into one coherent game experience—without erasing the identity of the sport.
ROLE
Product design
SCOPE
Game Shell v1
INPUT
Controller-first
STATUS
A2 handoff-ready
01 · INHERITED EXPERIENCE
The original interface made the player translate the system before making a choice.
The current-state audit surfaced competing emphasis, dense game-state information, and weak focus hierarchy across menu and gameplay contexts. These screens are labeled as inherited UI—not presented as redesign work.
02 · EVIDENCE AND APPROACH
Reduce interpretation cost while preserving game identity.
The work combined a current-state audit, sports-product heuristics, controller path mapping, and iterative UI prototyping. The approved Quick Play v3 direction is the baseline; production-level platform validation remains open.
03 · EXPERIENCE SYSTEM
One command architecture carries the player from intent to play.
The shell establishes a consistent controller grammar, visible focus, and contextual actions across the core pre-match journey.
01
Quick Play
Choose the matchup without losing environmental context.
02
Team Select
Keep identity, stats, and focus order legible from couch distance.
03
Match Setup
Expose rules and match settings without turning setup into a form.
04
Starting 10
Manage a spatial lineup with focus states and contextual commands.
04 · INTERACTION SHOWCASE
Starting 10 turns roster management into a spatial, controller-readable task.
Focused players remain anchored to the field structure while contextual actions reveal only what is available in the current state. The two team views demonstrate one reusable interaction model across distinct identities.
05 · SYSTEM LANGUAGE
The interface system makes focus, timing, and status explicit.
Space Grotesk carries environmental display moments; Geist handles interface language; Geist Mono supports numbers and game-state data. Tokens, controller glyphs, and component states are designed as one system.
DESIGN SYSTEM
Typography, tokens, glyphs, and environmental surfaces.
Neutral game surfaces carry most of the visual weight. Bright accents are reserved for active focus, selected modes, command paths, and primary action—not decoration.
MOTION + ACCESSIBILITY
Fast focus feedback; calmer structural transitions.
Focus and control feedback uses 140–190 ms timing. Panels settle in 240–320 ms. The system supports keyboard and Web Gamepad input, visible focus, semantic status, and reduced-motion presentation.
Video interaction controls remain keyboard-operable, labeled, and pausable. The formal case-study film is still in production.
06 · EVIDENCE AND REFLECTION
A clear baseline, with the remaining validation work stated plainly.
Quick Play v3 is the approved design baseline. The interaction model is ready for handoff-level evaluation, while production contrast, couch-distance readability, platform behavior, engine integration, and broader usability testing remain open.
HONEST READINESS
This case study documents a verified design baseline—not a shipped production build.
That distinction matters. The work demonstrates product framing, interaction architecture, visual system design, and handoff readiness while keeping validation gaps visible instead of turning them into unearned outcome claims.
NEXT PROJECT
Figma to Tableau Design System
Translate reusable interface patterns into analytics-ready dashboard systems and a repeatable handoff language.






