Overview
Fefe App hero screen

UI/UX Design · Mobile · Product Redesign

Fefe

Fefe is a mobile gaming platform designed to bring game discovery, purchasing, and play into one experience.

RoleUI/UX Designer
Team2 UI/UX Designers
TypeProduct Redesign
PlatformiOS & Android
StatusIn Development

Overview

Redesigning Fefe for a more cohesive product experience

Fefe is a mobile gaming platform where users can discover games, explore game information, purchase games, and manage their gaming activity.

The project began with an existing Fefe design that established the product concept and core functionality. Before implementation, the experience needed to be revisited—bringing its different flows into a more cohesive visual and interaction system while refining the overall product experience.

I worked alongside another UI/UX designer, with each of us owning specific product areas while collaborating on the overall direction.

My contribution — I owned Home, Search, My Games, Game Details UI, Per-game Leaderboard, Settings, and 50% of Onboarding. My work covered the interface design, interaction patterns, states, and visual refinement across these areas.

Research

Product & visual exploration

Because Fefe was a redesign rather than a new product concept, our initial exploration focused on understanding how established gaming and storefront experiences solve similar problems.

We looked at Netflix Games, Apple Arcade, the App Store, PlayStation/Sony, and other gaming products for inspiration around discovery, game presentation, navigation, ratings, purchasing, and content hierarchy.

01

Discovery should feel visual

Game artwork and featured content should immediately communicate what is available to play.

02

Familiar patterns reduce friction

Existing storefront conventions around search, ratings, categories, and purchasing provide useful patterns users already understand.

03

Information should be easy to scan

Game details need clear hierarchy so users can quickly understand what a game is and whether they want to play it.

04

The product needs its own identity

The interface should feel distinctly like a gaming platform rather than simply another mobile storefront.

Design Process

Reworking the existing experience

The redesign started from the earlier Fefe product direction rather than a blank canvas.

The existing design already covered areas such as onboarding, authentication, discovery, game details, search, My Games, profile, settings, purchasing, and leaderboards.

Our task was to rethink and refine the experience before implementation, rather than simply reproduce the existing screens.

Home

Home — before and after

Game Details

Game Details — before and after

Search / Discovery

Search / Discovery — before and after

The redesign introduced a more cohesive visual language, clearer hierarchy, and more consistent interaction patterns across the product.

Discover

The experience begins with helping users find something worth playing. Home brings together featured games, popular titles, categories, ratings, pricing, and search so users can begin exploring immediately.

Discover screens

Explore

Once users know what they're looking for—or want to browse more intentionally—Search provides a focused route into the catalogue. Users can search for specific games and move from their query into relevant results.

Explore screens

Decide

Game Details is where users evaluate a game before deciding what to do next. I designed the Game Details experience to bring together game artwork, title and category, rating, developer, description, reviews, game statistics, primary play/purchase action, and leaderboard access.

Decide screens

Play

After deciding to play, users move through the purchase or play experience and can access their games through My Games. Purchase states were designed beyond the successful path, giving users clear feedback and next steps when something goes wrong.

Play screens

Design System

Building a reusable UI foundation

Rather than treating each screen independently, I consolidated the repeated visual and interaction patterns used throughout the redesign into a reusable UI foundation — covering colour, typography, the game card with its primary and secondary CTAs, and bottom navigation. The goal was consistency across the product while making these recurring patterns easier to maintain and extend.

Colour

Colour

Typography

Typography

Game Card & CTA — Primary · Secondary

Game Card & CTA — Primary · Secondary

Bottom Navigation

Bottom Navigation

Final Screens

01 Authentication

Onboarding, Create Account, Personal Details, and Sign In.

01 Authentication screens

02 Account & Personalisation

Profile and Settings, shown in light and dark theme.

02 Account & Personalisation screens

03 Notifications

Notifications, shown in light and dark theme.

03 Notifications screens

Reflection

Designing a product, not just screens

Fefe reinforced how much product quality depends on consistency across connected experiences. Discovery, game details, purchasing, My Games, profiles, and settings each serve different purposes, but they still need to feel like parts of one product. The redesign also pushed me to think beyond individual screens and consider how visual hierarchy, interaction patterns, and reusable UI behave across an entire mobile experience.

Working as part of a design team — Working alongside another UI/UX designer gave me experience owning defined areas of a larger product while maintaining a shared visual direction. It required communicating decisions, aligning on patterns, and considering how individual screens fit into the broader experience.

What I'd do next — With access to users and a development build, I would validate the discovery and purchase journeys through usability testing, then use those findings to refine areas where users experience friction.

Next Project

Spirit Messenger

Game UI/UX · Mobile · Design System · Team Lead