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Futee

A matchmaking platform for people who play football for the love of it.

Role
UX research, UI design,
identity
Year
2021 — 2022
Scope
Web platform & iOS app,
17 screens
Context
Bangkok, Thailand
Client project, in a team

At a glance

0

Screens designed, web & iOS

0

Personas, journey-mapped

0

Research & mapping methods

The Futee player profile open on a laptop.

The product, end to end.

Summary

Futee is an all-in-one platform for finding, creating and joining football games in Bangkok, across a web platform and an iOS app.

This was a team project, not a solo one. My lane was the UX research, the information architecture, the UI system and the visual identity. The stakeholder and player calls were run by the team together rather than outsourced, and the build was handled afterwards by an external development firm.

The whole thing is built for two people who never speak to each other: the person creating a game, and the person looking for one. Every screen has to serve both without either noticing the other's needs.

The problem

Football is a community sport played by people with no way of finding each other.

Once players leave school or university, the pickup game goes with them. Organising one means a group chat, a pitch nobody has vouched for, and a squad of strangers whose skill level you discover at kickoff.

Futee's stakeholders wanted one place to solve all three — venue, squad, and standard — without turning the app into a booking system.

Target users

Persona one — the game creator, with goals, frustrations and behaviours.
01 — The creator
Persona two — the player looking for a game, with goals, frustrations and behaviours.
02 — The player

Desk research, a questionnaire, and calls with stakeholders in Thailand and regular players in Bangkok produced two personas — and they fail in different places. The creator dips at venue selection, with no way to judge a pitch. The player dips waiting to hear back, with no signal that an application went anywhere.

Find a game, open on a laptop — the date strip, venue and open games on one screen.

One screen, no navigating to compare.

Insights

Every finding was inverted into a feature, one at a time. "Finding a good game is a coin flip" became ratings visible before you apply. "I don't know if I'm in" became a squad list that fills in front of you.

Nothing entered the product that couldn't be traced back to a quote. It also meant the one place research contradicted the brief — create-then-fill, rather than fill-then-create — was an easy argument to win.

The one argument with the brief

The brief assumed you gather a squad and then book something. Research said the opposite — so this is the decision drawn out, including the version that lost.

Fill, then create — what the brief assumed Find players Agree a time Book a pitch Game exists Rejected · nothing exists until everyone agrees, and nobody knows if they are in Create, then fill — what the research pointed to Pick date and pitch Game exists Players join Squad fills Taken · the game is real at step one; joining is a tap, not a negotiation
The rejected order is drawn, not just mentioned

Journey map

Journey map for the game creator across search, choose, make, share, play and rate — with an emotional curve dipping at venue selection.
Creator journey — the dip sits at venue selection

Problems, inverted

Matrix mapping each research problem to the product feature that answers it, for creators and players.
Every problem, paired with the feature that answers it

Information architecture

Colour-coded sitemap covering the register flow and the main homepage tree.
Sitemap — register flow and homepage tree

The solution

A date, a pitch, three taps.

Onboarding collects only what changes the match — position, preferred foot, availability — and defers the rest. Matchmaking puts the date strip, the venue and every open game on one screen, so a player never has to navigate in order to compare.

Yellow has exactly one job in the system: it marks the thing you are being asked to decide. Everything else is black, white, and the photograph of the pitch.

Onboarding — sign up to Futee, with email and password fields beside coaching content.
01 — Onboarding
Matchmaking — find a game, with a date strip, venue selection and three open games.
02 — Matchmaking
Player directory and profile screens.
03 — Directory
Account settings and invite players screens.
04 — Settings
The refined Futee dashboard — upcoming game, stats, venue card and create/find shortcuts.
05 — Dashboard, refined
The Futee app running on a phone.
06 — iOS
The Futee platform running on a laptop.
The complete Futee screen set laid out as a grid — every screen across web and iOS.
The system, end to end — 17 screens, web & iOS

What went over

It went to the stakeholders as a system, not a screen set.

Two personas, two journeys, a sitemap traceable back to research, and a UI that holds the same rules whether you are organising a game or joining one. Create-then-fill — the one place research contradicted the brief — was adopted without argument, because the journey map made the case before I did.

It was handed over and built by an external development firm. It ran, and it has since been taken down. I don't have usage figures from the period it was live, and I'd rather say that than imply a launch I can't evidence.

What this case study doesn't have

Worth saying plainly, because a research-led case study should be held to it: there is no usability testing shown here, and no post-launch numbers. The evidence on this page is research → decision, not design → measured result. I also no longer have the participant counts from the questionnaire or the calls.

If I ran it again, a five-person test on the create-then-fill flow would come before the visual system — that flow was the one real disagreement with the brief, and it is the one thing I argued rather than proved.

Role

UX research, UI design, identity — Neel Parikh

Client

Futee — Bangkok

Methods

Desk research, questionnaire, ecosystem mapping, card sorting, journey mapping

Tools

Figma, Illustrator
Neel Parikh — product & experience design, Sydney. neelparikh7@gmail.com See the rest of the work