TobieYucheng Feng · 冯渝程
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PlayBook2023–24Startup · creator platform

Turn creator rules into fan experiences.

Creators define campaigns and item rules in Studio; fans participate, collect and craft in the App. I connected the interaction logic between these two sides.

Context
Startup · Creator & fan platform
My role
Studio UX/UI · App UX
Period
2023–2024
Delivery
Flows, interfaces, states & prototypes
PlayBook · Studio editor + App craftingOriginal screen
PlayBook Studio Craft Recipes editorPlayBook App crafting: requirements met

01 · Product model

One rule connects the creator and the fan.

PlayBook aimed to keep the relationship between creators and fans continuous across content platforms. Tasks, collectible items and crafting rules offered ways for fans to express participation. The product needed to complement existing channels and lead people back to the creator’s content.

I designed Studio’s UX and UI, alongside the App’s UX flows and interaction states. Another designer created the App’s visual UI. Both sides shared a core challenge: a freely configured rule must become understandable when someone uses it.

Studio

Configure

Creators organise campaigns, tasks, items and crafting rules.

App

Participate

Fans find tasks in a creator’s community and acquire items.

Community

Express connection

Collecting, using and displaying items reflects the relationship with the creator.

Two sides of one rule · Studio → AppOriginal screen
Studio: configure campaigns, tasks, items and recipes (my UX/UI)
App: take part in missions (my UX)
Left: the creator-side Studio campaign page. Right: the fan-side App missions screen, UX version.

02 · Studio

Show the logic while the rule is being edited.

The rule editor places required inputs, optional inputs, conditional branches and outputs on one canvas. In the source example, a gamepad and battery are required, while a supercharger is optional. Selecting it changes how an output attribute is calculated.

This structure makes the relationship between inputs and outcomes traceable. Its trade-off is canvas complexity: greater flexibility makes it more important to test whether first-time creators can find the entry point, explain their rule and correct mistakes.

PlayBook Studio · Craft Recipes editorOriginal screen
PlayBook Studio — Craft Recipes
Original PlayBook Studio Craft Recipes editor: item library on the left, Input, Condition and Output columns, toolbar at the bottom
Guided tour of the original editor
Tobie’s note

Pick a step to move to that part of the original screen.

Screen from the PlayBook Studio source file (UX and UI are my work). The tour only pans and annotates; the interface itself is unchanged. This is deterministic rule editing, not an AI workflow.

PlayBook · interaction recordings from the timeScreen recording
Creating a crafting recipe on the original canvas. Silent, unedited screen recording.

03 · App

Make the cost clear before the fan confirms.

An early direction explored a more game-like “furnace” interaction. Product discussions led me toward a more direct recipe-browsing flow: inspect requirements, understand readiness, then confirm consumption and possible outcomes.

Missing materials, requirements met and confirmation are distinct states. Even quick crafting needs to make the consequence clear before the user commits.

PlayBook App · Crafting “Cookie Cutter”Original screens
Cookie Cutter recipe: three inputs are greyed out and the Craft button is disabledCookie Cutter recipe: all eight inputs have yellow borders and the Craft button is purple and enabledConfirmation sheet “You will consume” lists the items to be spent, with Cancel and Sure buttons
Try it

See the cost before crafting

These are the three original states of the PlayBook App crafting flow. Tap the real controls to move on; a control that is disabled in the source stays disabled here.

Tobie’s note

Three inputs are greyed out — there are not enough of them in the inventory. Craft stays disabled instead of failing after the tap.

Try the grey inputs or Craft, then use the steps to jump to “Requirements met”.

Screens from the 2023–24 PlayBook App source file: flow and states are my UX; the visual UI is by another designer. Hotspots were added for this portfolio; no states were invented.

How the crafting screen evolved · who did whatSource comparison
Early UI · another designer
Recipe list · my UX
Recipe detail · my UX
Completed UI · the team
The early UI set a visual direction; my wireframes filled in tasks, object states and decision points; the final visual design was a team effort.

04 · Context & discovery

Keep community context coherent, but discovery open.

Home, items and missions need to answer the same question: whose community is this? I treated creator selection as shared context so related content remained coherent.

I initially favoured search within a single creator’s world. In the October 2023 product reviews, creator collaboration emerged as a central goal. We moved toward a dedicated global search covering creators, items, recipes and users, retaining local context for everyday tasks.

Tobie’s note

Consistent context helps people orient themselves. A boundary that is too strict can prevent the connections the product needs.

Creator context and search · my UXOriginal screen
Home: context + progress
Inventory: related items
Global search: categories
Results: creators
Everyday tasks keep the creator context; after the October 2023 review, search became a global, cross-community entry point.

05 · Feedback & collaboration

Small progress should not always interrupt.

In reviews, I argued that routine tasks and significant achievements should not receive equally intrusive feedback. Frequent full-screen dialogs interrupt the experience. Lighter feedback can support everyday progress, while valuable rewards keep an intentional claim step.

Screens, states and interaction demonstrations brought these trade-offs into product discussions and supported product and investor communication. The design made abstract rules concrete enough for the team to examine together.

Weight of feedback · light cue vs claim dialogOriginal screen
Routine progress: a small “+5 · 2m” cue
A significant reward: “Acquire items”
Routine progress stays next to the task; only a reward worth pausing for gets a dialog and a deliberate claim.

06 · Outcome & reflection

The team could discuss behaviour, not just screens.

The delivery included Studio UX/UI, App UX flows and states, and demonstration prototypes. Team changes interrupted further improvements before a complete development hand-off, so this case presents design and prototype outcomes.

Next, I would test a recipe from both sides: can a creator explain the rule they just made, and can a fan predict its cost and result before confirming? Understanding, completion and recovery matter more than screen count.

Completed team UI · used in product and investor conversationsTeam UI
Home
Profile
Mission
The team’s finished visual design, built on the flows and states I defined. The visual design is not my individual work.

Source: Figma project file ↗ · Access follows the source file’s sharing settings.