MARVEL SNAP

(NDA PROTECTED)

ROLE

Product Design Intern

SKILLS

Interaction Design

Product Strategy

Prototyping

TIMELINE

3 Months

OVERVIEW

Worked on the user experience of Marvel-SNAP: the first ever fast paced mid-core CCG (collectible card game).

SUMMARY

Collaborated with designers, product managers and engineers to shape strategy, execution and product direction.

CURRENT SPACE

SNAP is one of a kind in the gaming industry.

Other trading card games often use 30–60 card decks, while SNAP's bite-sized play style revolutionized the typical pacing of the game-mode.

PROJECT 01
PROBLEM

Marvel SNAP is a collectible card game, with no way to show off your cards.

HYPOTHESES

Through self expression, SNAP can give more monetary value to cosmetic items, and drive further long term retention.

SOLUTIONS

CHANGE #1

CHANGE #2

CHANGE #3

DESIGNING AT LEVERAGE POINTS

Connecting the profile to existing social systems

BEFORE: 1 access point.

There was only currently one way to access SNAP's social system.

HOMEPAGE

ACCESS POINT #1

Alliances
Page

Member List

Alliance

Search

DECISION
POINT

View external

alliance?

User
Profile

Personal
Profile

AFTER: 4 extra access points.

Access the social features from further access points. Rather than adding features, the work focused on small structural shifts that amplified engagement across the broader social system.

ACCESS POINT #1

Alliances
Page

ACCESS POINT #2

End of

Game

ACCESS POINT #3

Profile

Picture

Personal
Profile

Member List

Alliance

Search

View external
alliance?

User
Profile

Personal
Profile

HOMEPAGE

DECISION
POINT

View external
alliance?

User
Profile

Personal
Profile

HOMEPAGE

PROJECT 02

CREATING THE UX FOR A BRAND NEW GAME-MODE.

SUMMARY

Owned and finalized the UX for an ongoing live-ops game mode after taking over the project workstream.

PROBLEM

Within 1 week post-events, daily active users declined by ~30%..

Player churn after events reduced monetization windows and weakened long-term retention.

CONSTRAINTS

6-week dev cap for V1 and had to re-use existing assets.

SOLUTION

A parallel engagment layer as an in-game event.

We introduced a time-limited mode that turns everyday play into shared progress, giving players a reason to return and stay engaged — without altering the main game they already know.

UX DESIGN

Location Blitz Event

STATUS: SHIPPED

CONTEXT

PROBLEM

SOLUTION

Hopped on during a transitionary period of UX task delegation, so my role was to iterate on the initial UX.

CORE GAMEPLAY UI

INITIAL UX

FINAL UX (LOFI)

PROJECT 03

FIRST TIME USER EXPERIENCE [FTUE] REVAMP

OVERVIEW

Led competitive analysis and shaped the early-game experience to reduce FTUE drop-off.

PROBLEM

The First-Time User Experience (FTUE) experienced significant drop-off during early sessions.

MY ROLE

I partnered with PMs to turn quantitative data into testable hypotheses, then used competitive analysis and flow mapping to clarify what to change in the FTUE.

HYPOTHESES

Progression and success wasn't defined enough for users.

RESEARCH

PLEASE REACH ME AT: joannaaabui@gmail.com

for further details about the FTUE revamp.

REFLECTIONS

Reference existing UX behaviors.

Take more initiative in understanding existing patterns and designs; knowledge compounds.

Jam often and iteratively!

More often than not, your team members (not necessarily a designer either) will have a differing opinion
than you, which helps to broaden your perspectives— and ultimately grow.

Growth is in the gap between the person you are now, and the person you want to be.

Don't look at the next immediate position, but rather, a couple
positions up. Position yourself for the future.

A special thank you to my manager— CJ Robinson. The growth I experienced was immeasurable, and
I'm infinitely grateful for the fantastic wisdom and mentorship.
// HELLO THERE!
Always lookin' for cool & new mediums to work on. Feel free to
reach out and grab a coffee!

FIND ME AT: