joystick

joystick

joystick

a self-designed, inclusive game discovery platform for a missing market: players who want to feel seen, safe, and supported.

impact: built and tested four prototypes, developed an inclusive design system, positioned platform to fill a critical gap in the gaming ecosystem

my role
UX/UI Designer, UX Researcher

timeline
april - june 2025

tools
Figma, FigJam, Google Suite

↦ introduction

Video games have always been more than entertainment for me - they’re spaces of connection, identity, and even emotional restoration. But the reality is that not all games, or their communities, feel that way. As the global gaming population becomes increasingly diverse, discovery tools remain stuck in the past. They prioritize stats, scores, and popularity while ignoring identity, safety, and accessibility. That leaves players - especially LGBTQIA+, disabled, neurodivergent, and BIPOC players - doing the exhausting legwork of figuring out whether a game will support or harm them.

the problem
There is no centralized, trustworthy platform that helps users discover games that align with their values, identities, and access needs. Current tools offer raw data or unmoderated reviews, but none center the lived experiences of players who are most at risk of harassment or exclusion.

the problem

There is no centralized, trustworthy platform that helps users discover games that align with their values, identities, and access needs. Current tools offer raw data or unmoderated reviews, but none center the lived experiences of players who are most at risk of harassment or exclusion.

Bee and Puppycat: Sad Puppycat in the Rain
Bee and Puppycat: Sad Puppycat in the Rain
Bee and Puppycat: Sad Puppycat in the Rain

the opportunity
Players want to know how a game will feel - its emotional tone, community safety, and representation - before investing time or money. I saw an opportunity to create a space that centers care and transparency in game discovery.

Bee and PuppyCat Fun Gaming
Bee and PuppyCat Fun Gaming
Bee and PuppyCat Fun Gaming

the solution

Joystick reframes how we search for games. By layering identity-driven and emotional criteria (trigger warnings, representation, community toxicity, accessibility) onto standard game metadata, the platform empowers players to make informed choices and enjoy gaming on their own terms.

↦ research and insights

primary research

  • Personas, empathy maps, and usability testing across four prototypes.

  • Insights drawn from real players like Jordan, who often rely on Reddit, YouTube, or Discord to assess safety and identity alignment.

  • Task-based usability testing validated the design direction and emotional goals of the experience.

key insights

  • 76% of online multiplayer users have experienced harassment (ADL, 2024)

  • Players want tools that are personal, not generic.

  • Accessibility and safety are not optional. They’re essential.

competitive analysis

  • Common Sense Media → thoughtful UX, but child-focused and limited.

  • Metacritic → review aggregation without context or moderation.

  • MobyGames → detailed metadata, poor UX, no human-centered insights.

  • IGDB → developer-friendly API, not player-friendly.

Click below for a full video!

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what's missing everywhere?

✅ Representation tags (LGBTQIA+, BIPOC, disability)
✅ Trigger warnings & emotional tone
✅ Community toxicity indicators
✅ Accessibility filters
✅ A way to filter for safety and joy

Joystick aims to unify the best aspects of these platforms, while filling in their critical gaps with lived experiences and human-centered design.

↦ defining the user

persona

Persona: Jordan B. (they/them)
23 | Art Instructor | Seattle

Jordan uses games to decompress after emotionally exhausting workdays. Having faced harassment in online spaces, they now carefully vet games for emotional safety, access needs, and inclusive narratives.

“I want to support developers who share my values—and avoid the ones who don’t.”

why this matters

Designing for Jordan meant designing for those most at risk. By centering emotional safety, identity reflection, and accessibility, Joystick creates better experiences for all players.

↦ ideation and iteration

lo-fi prototypes

Each prototype represented a distinct stage of the user journey.

I approached this phase with a mix of UX theory and personal instinct, layering concepts like cognitive load, Hick’s Law, and emotional design with user feedback and lived experiences.

goals

  • Make users feel safe and seen from the very first screen.

  • Introduce Joystick’s values and features using a calm, supportive language.

  • Let users filter and browse games using emotional identity-driven filters.

  • Encourage users to contribute data and stay engaged through values-based rewards.

usability testing

Feedback really shaped my next steps.
I was lucky to get not just constructive critiques, but also specific praise from interface design experts, which gave me a clearer sense of what was working and where to grow from here.

what worked

  • Visual identity & mascot: the logo felt polished, and the fox mascot was described as cute, welcoming, and emotionally supportive.

  • Tone & emotional design: the app’s encouraging, conversational tone stood out, especially in confirmations and badge rewards.

  • Onboarding & tutorial: the flow felt intuitive and well-structured, starting light before moving into deeper values; icons and instructions were clear.

  • Search, filters & navigation: browsing by platform and accessibility needs felt natural; bottom navigation was intuitive.

  • Badge system & contribution flow: badges were motivating and celebratory, helping users feel recognized and inspired.


what didn't

  • Accessibility & clarity: increase font size, improve color contrast, avoid red highlights that look like errors, and add clearer “tap to continue” cues.

  • Labels & icons: reduce confusion by replacing icon-only buttons with clearer labels or CTAs

  • Onboarding improvements: offer more nuanced genre options (like cozy games), more specific trigger warnings, and the ability to skip onboarding.

  • Tutorial tweaks: simplify badge layouts, allow skips for returning users, and add clearer prompts when the mascot appears.

  • Filtering & search: clarify filter layouts, add a “filters applied” section, and rename headers

  • Contribution flow: help users see which game they’re contributing feedback for, add celebratory elements (like confetti), and keep the encouraging tone consistent.

↦ branding +
design system

joystick's design priorities

Joystick’s design system was developed with emotional clarity and inclusive accessibility in mind!

  • Colors: Lavender purples + teal for calmness; sharp blues + oranges for nostalgia. Accessible high-contrast variants created after testing.

  • Typography: Friendly sans-serif body + soft headline font, meeting AA/AAA contrast standards.

  • Mascot: Sage, a gentle fox who guides and encourages users through the platform.

  • Icons & Tags: Consistent markers for representation, accessibility, and trigger warnings.

  • Tone of Voice: Affirming, calm, and human—never clinical or condescending.

↦ improved prototypes

bringing it all together

The final design of Joystick brings together insights and iterations from all four prototypes, forming a cohesive, emotionally supportive user journey, from first-time onboarding to long-term contribution.

onboarding flow

The onboarding experience was redesigned to feel like a warm, personal invitation.

It allows users to set personalized filters based on what they care about - trigger warnings, accessibility needs, community tone, and representation.

Instead of asking for personal identifiers, users are empowered to select what they want to see reflected. This reframing increased emotional safety and autonomy.

The primary updates based on feedback included:

  • Beginning with questions around favorite games and genre, to ease the user into the onboarding experience and increase engagement

  • Increasing buttons, contrast and font sizes for accessibility

  • Providing “skip” options to honor user control

View the full Figma prototype here.

tutorial and introduction

After onboarding, users are welcomed by Sage, a gentle fox mascot who introduced JoyStick’s core features and values.

This tutorial was refined to avoid cognitive overload and was grounded in empathy, acknowledging that many users arrive here after negative gaming experiences.

Each core feature (game tags, badges) is explained with short, supportive guidance and positive reinforcement.

The primary updates based on feedback included:

  • Clarifying badge definitions in their own separate screens and placement

  • Giving the users the ability to skip or revisit the tutorial

  • Adding explicit “tap to continue” prompts

  • Enhancing Sage’s emotional presence to ease first-time use

View the full Figma prototype here.

interacting with data

The browsing and filtering interface allows users to search for games via a specific search section as well as filter games using specific filters that go beyond traditional tags.

Players can refine by things like platform, accessibility features (remappable controls, subtitles), genre, and representation (BIPOC lead, queer romance).

The layout was streamlined to reduce visual clutter while maintaining detailed depth.

The primary updates based on feedback included:

  • Changing “All PS5 Titles” to “Filtered Results” for clarity

  • Adding filter state indicators and dynamic sorting options

  • Increasing size and spacing of checkboxes and CTAs

  • Reorganizing tag categories for more intuitive browsing

View the full Figma prototype here.

desirability & persuasion

To encourage ongoing engagement, JoyStick includes a contribution flow where users can submit insights, reviews, or representation flags.

Instead of typical gamification, users earn value-based badges like “Access Ally” or “Safe Space Scout” that affirm the positive impact of their contributions.

The feedback system was redesigned to feel like a conversation, not a transaction.

The primary updates based on feedback included:

  • Linking feedback to specific games for better clarity

  • Clarifying the emotional purpose of each badge

  • Make the tone of validation more consistent throughout the app

    View the full Figma prototype here.

in conclusion

Together, these flows form a platform that is intuitive, inclusive, and rooted in care.

Every design choice - from color contrast to mascot dialogue - was shaped by real user input and grounded in the emotional needs of marginalized players.

Joystick isn’t just usable. It’s designed to feel like a place where you belong.

↦ from here

what joystick solves:


Joystick addresses a major gap in game discovery by offering a safe, identity-driven alternative to traditional platforms.

It empowers players, especially those from marginalized backgrounds, to find games that align with their values, emotional needs, and access requirements, reducing the risk of harm and increasing joy in gameplay.

what joystick solves:


Joystick addresses a major gap in game discovery by offering a safe, identity-driven alternative to traditional platforms.

It empowers players, especially those from marginalized backgrounds, to find games that align with their values, emotional needs, and access requirements, reducing the risk of harm and increasing joy in gameplay.

what joystick solves:

JoyStick addresses a major gap in game discovery by offering a safe, identity-driven alternative to traditional platforms.

It empowers players, especially those from marginalized backgrounds, to find games that align with their values, emotional needs, and access requirements, reducing the risk of harm and increasing joy in gameplay.

why it's unique:

Unlike existing tools that prioritize popularity or performance metrics, Joystick centers on lived experience. It combines emotional design, inclusive filtering (trigger warnings, community toxicity, representation), and values-based gamification to foster trust and belonging.

With mascots like Sage, personalized badges, and affirming language, it creates a space that feels more like a home than a hub.

what's next:

The next version of Joystick will include microinteractions (like badge confetti or animations), expanded user profiles, and more robust community contribution features.

Future testing with diverse players - disabled gamers, parents, neurodivergent users - will further strengthen Joystick's mission: to make game discovery safer, kinder, and more human.

lessons learned.

Designing for emotion is hard, but necessary. It requires more than aesthetic polish. It demands empathy, restraint and intentionality. Every interaction - whether it’s a tooltip or badge - has the potential to affirm or alienate.

Safety, joy, and transparency must be embedded from the first click. Emotional design isn’t just a finishing touch. It’s foundational to trust. The more I grounded each flow in user needs (especially the ones often overlooked), the more intuitive and inclusive it became.

Real inclusion happens in the small decisions. I learned just how impactful it is to allow users to opt out, use plain language, design with accessibility in mind, and offer affirmation in unexpected places. Every “you matter” moment - whether spoke by Sage or embedded in an interface choice - adds up.

Gamification can be healing, if done ethically. Badges and rewards can motivate, but only if they align with values. I focused on reflective motivation (“You helped someone feel seen”) over extractive models (“Get points!”). This balance was tricky, but worth it.

Listening made it better. User feedback was transformative. Small shifts, like swapping a search icon for a plus sign or softening the tone of a tooltip, made the app clearer, kinder, and more aligned with its purpose. Designing in isolation could never have revealed those insights.

What started as a fun idea became something deeply personal.

Joystick isn’t just an app concept: it’s a reflection of everything I wish I had when I felt isolated in gaming spaces. As someone who has experienced harm in online games, I know how much it means to feel seen, safe, and understood.

The creation of this app reminded me that design can be an act of care. And that building something inclusive doesn’t just help a few people, it can transform the experience for everyone.

My hope is that Joystick becomes more than a prototype. It becomes a call for better, braver, and more joyful digital spaces.

What started as a fun idea became something deeply personal.

JoyStick isn’t just an app concept: it’s a reflection of everything I wish I had when I felt isolated in gaming spaces. As someone who has experienced harm in online games, I know how much it means to feel seen, safe, and understood.

The creation of this app reminded me that design can be an act of care. And that building something inclusive doesn’t just help a few people, it can transform the experience for everyone.

My hope is that JoyStick becomes more than a prototype. It becomes a call for better, braver, and more joyful digital spaces.

What started as a fun idea became something deeply personal.

JoyStick isn’t just an app concept: it’s a reflection of everything I wish I had when I felt isolated in gaming spaces. As someone who has experienced harm in online games, I know how much it means to feel seen, safe, and understood.

The creation of this app reminded me that design can be an act of care. And that building something inclusive doesn’t just help a few people, it can transform the experience for everyone.

My hope is that JoyStick becomes more than a prototype. It becomes a call for better, braver, and more joyful digital spaces.

don't be a stranger . . . !

summer.o.chaves@gmail.com

@ 2025 by summer chaves

don't be a stranger . . . !

summer.o.chaves@gmail.com

@ 2025 by summer chaves

don't be a stranger . . . !

summer.o.chaves@gmail.com

@ 2025 by summer chaves