Kingmaker

Kingmaker is a UX-driven event-planning platform that simplifies social gatherings and game nights for busy adults. The desktop app allows users to schedule events, invite friends, and track preferences to improve future experiences through adaptive suggestions and data-driven insights. Early development emphasized research, journey mapping, and wireframing to define user priorities before visual design began. A supporting mobile companion was created to maintain consistency and extend usability beyond the desktop interface. Kingmaker ultimately redefines digital planning as something social, simple, and human, encouraging connection through play rather than logistics.

Explore the Figma prototype for desktop↗ or for mobile↗.

project scope

UI/UX, App Design

more details

mentor

Joshua Miller

tools used

Photoshop

Illustrator

After Effects

Figma

Rotato

user testing

Before beginning development of the app, user personas and journey maps were created to better understand its potential audience and use cases. This process helped identify key user needs and challenges, informing adjustments to features, page structure, and overall user flow across both desktop and mobile experiences.

wireframes

The interface evolved through multiple iterations, condensing original screens into a streamlined system focused on efficiency and clarity. User testing informed interaction refinements and accessibility adjustments, ensuring that features like game recommendations felt natural.

app Pages

After finalizing the userflows and iterating on the wireframes, the style guide for Kingmaker was established. Below are the final deliverables for the app, including the desktop planning phase, mobile execution, the full style guide, and key interface screens.