Arium · UX/UI Design · 3 months

Arium Tournament Redesign

Making competitive cloud gaming easier to join, follow, and scale.

Tournaments introduced a state-heavy experience into Arium: players needed to join at the right time, understand rules and rewards, follow match progress, access available streams, and interpret rankings as the competition changed. I contributed to turning that complexity into clearer flows, interface states, UI refinement, directional testing, and developer handoff documentation within a three-person design team.

Final desktop and mobile tournament direction, captured from the original Arium case study.

Project snapshot

Arium at a glance

A three-month tournament redesign across desktop and mobile, delivered within a three-person design team.

Product

Arium · B2C cloud gaming

Role

UX/UI Designer

Duration

3 months

Platforms

Desktop and mobile

Team

Three designers, including a design lead

Collaborators

Product, leadership, technical team, and developers

Scope

Tournament and tournament league experience

Tools

Figma and FigJam

Product context

Competition inside a cloud gaming platform

The tournament experience had to connect a player-facing journey with a system that changed by status and participation. Cloud access reduced hardware barriers; the interface still had to make competitive play understandable.

Product overview — What is Arium.

01

Player device

Use a device the player already owns.

02

Arium cloud platform

Run supported games without local installs.

03

Game session

Enter the game through the cloud experience.

04

Tournament layer

Join, follow, and interpret competitive play.

Why this was more than a UI refresh

A player moving through a tournament did not just need a page to browse. They needed to discover a competition, understand what was required, join at the appropriate time, follow match progress, and interpret how rankings worked. The interface also needed to respond as tournament status and player participation changed.

The design challenge

Reduce ambiguity without reducing competitive depth

The problem was not a lack of information. Players needed clearer actions, easier access to essential details, better match context, and ranking patterns that could support different tournament structures.

01 · Friction

Actions became difficult to interpret as tournament status or player participation changed.

Product implication — The interface needed to communicate the available action and its context together.

02 · Friction

Rules, rewards, schedules, and other key details were difficult to access.

Product implication — Important information needed to sit closer to the decision to join or follow.

03 · Friction

Schedules and results lacked direct access to match summaries and streams.

Product implication — Match rows needed to support both progress checking and available match content.

04 · Friction

Ranking views did not clearly support different tournament types.

Product implication — The ranking pattern needed to adapt without becoming a new design each time.

05 · Friction

Ranking tables provided limited information about other players.

Product implication — Competitor context needed to be more useful when interpreting standings.

My role and contribution

Clear ownership inside a collaborative design process

I worked as a UX/UI Designer alongside a design lead and another designer. The final direction was collaborative, but my role had a clear through-line: help structure the problem, test weak points, refine the UI, and document how the feature should behave.

My direct contribution

I proposed the UX checklist, assisted the Product Manager with flow refinement, created early feature structures and interactive prototypes, contributed to UI improvements, and proposed and created component-state handoff documentation.

Design team collaboration

The three-person design team collaborated on competitor review, workshops, prioritization, journey mapping, iteration, final UI, and design reviews.

Cross-functional collaboration

The Product Manager, Product Owner, CEO, technical team, developers, and stakeholders contributed requirements, constraints, feedback, and implementation review.

Finding the friction

Structure the journey before polishing screens

Competitor review and directional testing highlighted risks around action clarity, detail access, and ranking comprehension.

01

Discover

02

Review details

03

Join / status

04

Follow schedule

05

Open match

06

Interpret ranking

Original tournament player flow

Original tournament flow from the Arium case study sources.

Feature organization board

Feature organization used to structure the redesign work.

Directional testing

Issue → change loop

Directional prototype testing with gamer colleagues surfaced immediate confusion around actions, details, match context, and rankings — feeding the four final design decisions.

Exploration

From sticky notes to first tournament concepts

Early sketching and first interface passes shaped how the team approached tournament structure before the final direction.

Sticky note sketching

First sketch of the tournament

First design of tournament

First design of tournament — continued

UX checklist used for planning

Sketch to design

Design strategy

Reduce ambiguity, not functionality

Five principles kept the team focused on moments where players and developers needed clarity most.

Make the available action clear

Let action and supporting context respond to tournament status and participation.

Keep essential details close

Place rules, rewards, schedules, and tournament information near the decision to join or follow.

Make match progress easier to follow

Connect schedules and results with summaries and available stream access.

Support different competition structures

Use ranking patterns that can adapt across games and tournament formats.

Document behavior, not only appearance

Document component states, interactions, variations, and ranking behavior as carefully as final screens.

Final solution

Four moments where clarity mattered most

The final direction focused on four connected decisions in the tournament experience. The value described below is intended design value, not a measured behavioral outcome.

1. State-aware tournament actions

Evidence

Action buttons and supporting information became difficult to interpret when tournament conditions changed.

Design response

Design the CTA area so its action and supporting information respond to tournament condition and participation.

Intended value

Present the relevant action and context together, reducing how much a player has to infer.

Tournament CTA component variants

2. Tournament details inside the core experience

Evidence

Rules, rewards, schedules, and other key details were difficult to access.

Design response

Bring these details into the tournament feature and organize them with clearer information hierarchy.

Intended value

Place information needed to understand the competition closer to the decision to join or follow.

Made tournament info accessible

3. Match context inside schedules and results

Evidence

Players needed easier access to match summaries and available streams from schedules and results.

Design response

Expand match rows to include a game summary and a direct link to watch the match.

Intended value

Let the table support both checking tournament progress and moving into available match content.

Match info & stream links

Added match info & stream links

4. More adaptable and informative rankings

Evidence

Ranking views did not clearly support different tournament structures and provided limited player information.

Design response

Reorganize the ranking area to differentiate tournament structures and include more player detail.

Intended value

Provide more context for interpreting competition and a more flexible pattern for different games and formats.

Final connected tournament experience — desktop CTA variants and mobile.

Developer handoff

Document behavior, not only appearance

Static screens could not explain conditional tournament behavior. I proposed a documentation approach and created specifications that developers could review alongside the final UI.

Developer handoff walkthrough.

Component states

Show how interface elements respond as tournament status changes.

Interactions

Explain intended behavior beyond a static frame.

Tournament variations

Capture differences that affect the experience across conditions.

Ranking behavior

Document how ranking patterns adapt and display information.

Handoff documentation page 1
Handoff documentation page 2
Handoff documentation page 3
Handoff documentation page 4

Source documentation from the original Arium case study. The evidence supports component states, interactions, variations, and ranking behavior; it does not prove implementation speed or reduced meeting time.

Design output, limits, and reflection

A stronger design direction, with evidence limits kept visible

The available sources support a qualitative design output rather than a quantified product outcome. No broad product growth figure is attributed to this redesign.

Design output

Connected actions to status and participation; moved rules, rewards, and schedules closer to the flow; added match context; created adaptable rankings; and documented behavior for implementation.

Validation limit

Directional testing with gamer colleagues identified immediate confusion, but the record does not confirm an external sample, task-success data, or tournament-specific post-launch measurement.

What I would measure next

Registration completion, abandonment by state, repeat participation, schedule and stream usage, and ranking comprehension with external players.

Reflection

Complex features need explicit state logic

This project reinforced that polished screens are only one part of product design. Complex features also need explicit state logic, information timed to the right moment, and documentation that gives design and engineering a shared model of how the experience should behave.

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