Woman Lips
Woman Lips

2015

Game

New Service Initiative

Mobile

Game Launcher & Game Tools

Discover how I built the first game utility for Samsung Galaxy devices — shaping a new standard for mobile gaming experiences.

TL;DR

Spearheaded the concept and design of Samsung's first mobile gaming utility, delivering a global solution that continues to enhance the gaming experience for millions of Galaxy users.

Responsible for
  • Led early-stage ideation and concept development based on user research and field studies

  • Created user journeys, prototypes, and workflows; conducted usability testing in China and Korea

  • Contributed to the official launch with the Galaxy S7; service remains active globally

Tools used
  • Microsoft PowerPoint

  • Adobe Photoshop

  • Adobe Illustrator

Woman

Problem

Addressing mobile gamers' pain points - key findings uncovered through user research

From surveys and interviews with mobile gamers, clear frustrations surfaced: difficulty locating game icons, constant interruptions, short battery life, and the absence of a dedicated, optimized gaming environment. Gamers also expressed a desire for a centralized space where all game-related tools and settings could live.

Despite the rapid growth of mobile gaming, no system-level solution existed to meet these expectations — creating an opportunity for Samsung to pioneer a new in-device gaming utility.

Woman Side Pose

Design Process

A user-centered process shaped the foundation of Samsung's first mobile gaming utility —f rom journey mapping to cross-market validation.

Starting with user journey mapping, I created core user journeys (CUJs) to define key flows and priorities. I then designed low-fidelity prototypes and workflow diagrams to explore structure and interaction. After refining the direction, my team built high-fidelity prototypes with detailed visuals and motion.

To validate the concept, I conducted usability testing with 80 mobile gamers — 40 in China and 40 in Korea — gathering insights on usability and feature prioritization. Based on user feedback, I iterated the design, replacing and reorganizing features to better match user expectations and gaming behavior.

Woman Look Into The Camera

Final Design

Redefining the mobile gaming experience — making it easier to access, discover, and optimize games on phones and tablets.

Game Launcher provided a centralized hub where users could quickly access installed games and discover relevant new ones. Game Tools introduced a floating button with in-game controls for performance tuning, Do Not Disturb mode, gaming screen recording with the gamer's POV video, and quick settings — giving users full control without interrupting gameplay.

Designed for minimal distraction and maximum convenience, the experience launched with the Galaxy S7 and continues to support millions of users, setting a new standard for mobile gaming UX.

Impact

Launched globally with the Galaxy S7 and continues to serve millions of users across Samsung Galaxy devices.

Recognized by major tech media as a game-changing mobile UX innovation for gamers.

Lesson learned

From zero to launch, this project sharpened my skills in user-driven concept development, iterative design, and large-scale UX delivery.

Designing from Concept to Scalable Product

As a foundational member of the project, I helped shape the gaming experience from scratch—translating research insights into a intuitive product that shipped globally. This experience taught me how to guide ideas from early vision to launch-ready design with technical feasibility in mind.

Turning User Data into Prioritized UX Decisions

Through surveys, interviews, and usability tests, I learned how to identify the most critical gamer pain points and prioritize features accordingly. This data-driven process ensured we delivered tools that were not only innovative but directly aligned with real user needs.

Interested in the full story?

I'd love to share more behind-the-scenes insights - feel free to reach out for a deeper dive.

More Works

(NY® — 02)

©2024

Woman Lips
Woman Lips

2015

Game

New Service Initiative

Mobile

Game Launcher & Game Tools

Discover how I built the first game utility for Samsung Galaxy devices — shaping a new standard for mobile gaming experiences.

TL;DR

Spearheaded the concept and design of Samsung's first mobile gaming utility, delivering a global solution that continues to enhance the gaming experience for millions of Galaxy users.

Responsible for
  • Led early-stage ideation and concept development based on user research and field studies

  • Created user journeys, prototypes, and workflows; conducted usability testing in China and Korea

  • Contributed to the official launch with the Galaxy S7; service remains active globally

Tools used
  • Microsoft PowerPoint

  • Adobe Photoshop

  • Adobe Illustrator

Woman

Problem

Addressing mobile gamers' pain points - key findings uncovered through user research

From surveys and interviews with mobile gamers, clear frustrations surfaced: difficulty locating game icons, constant interruptions, short battery life, and the absence of a dedicated, optimized gaming environment. Gamers also expressed a desire for a centralized space where all game-related tools and settings could live.

Despite the rapid growth of mobile gaming, no system-level solution existed to meet these expectations — creating an opportunity for Samsung to pioneer a new in-device gaming utility.

Woman Side Pose

Design Process

A user-centered process shaped the foundation of Samsung's first mobile gaming utility —f rom journey mapping to cross-market validation.

Starting with user journey mapping, I created core user journeys (CUJs) to define key flows and priorities. I then designed low-fidelity prototypes and workflow diagrams to explore structure and interaction. After refining the direction, my team built high-fidelity prototypes with detailed visuals and motion.

To validate the concept, I conducted usability testing with 80 mobile gamers — 40 in China and 40 in Korea — gathering insights on usability and feature prioritization. Based on user feedback, I iterated the design, replacing and reorganizing features to better match user expectations and gaming behavior.

Woman Look Into The Camera

Final Design

Redefining the mobile gaming experience — making it easier to access, discover, and optimize games on phones and tablets.

Game Launcher provided a centralized hub where users could quickly access installed games and discover relevant new ones. Game Tools introduced a floating button with in-game controls for performance tuning, Do Not Disturb mode, gaming screen recording with the gamer's POV video, and quick settings — giving users full control without interrupting gameplay.

Designed for minimal distraction and maximum convenience, the experience launched with the Galaxy S7 and continues to support millions of users, setting a new standard for mobile gaming UX.

Impact

Launched globally with the Galaxy S7 and continues to serve millions of users across Samsung Galaxy devices.

Recognized by major tech media as a game-changing mobile UX innovation for gamers.

Lesson learned

From zero to launch, this project sharpened my skills in user-driven concept development, iterative design, and large-scale UX delivery.

Designing from Concept to Scalable Product

As a foundational member of the project, I helped shape the gaming experience from scratch—translating research insights into a intuitive product that shipped globally. This experience taught me how to guide ideas from early vision to launch-ready design with technical feasibility in mind.

Turning User Data into Prioritized UX Decisions

Through surveys, interviews, and usability tests, I learned how to identify the most critical gamer pain points and prioritize features accordingly. This data-driven process ensured we delivered tools that were not only innovative but directly aligned with real user needs.

Interested in the full story?

I'd love to share more behind-the-scenes insights - feel free to reach out for a deeper dive.

More Works

(NY® — 02)

©2024

Woman Lips
Woman Lips

2015

Game

New Service Initiative

Mobile

Game Launcher & Game Tools

Discover how I built the first game utility for Samsung Galaxy devices — shaping a new standard for mobile gaming experiences.

TL;DR

Spearheaded the concept and design of Samsung's first mobile gaming utility, delivering a global solution that continues to enhance the gaming experience for millions of Galaxy users.

Responsible for
  • Led early-stage ideation and concept development based on user research and field studies

  • Created user journeys, prototypes, and workflows; conducted usability testing in China and Korea

  • Contributed to the official launch with the Galaxy S7; service remains active globally

Tools used
  • Microsoft PowerPoint

  • Adobe Photoshop

  • Adobe Illustrator

Woman

Problem

Addressing mobile gamers' pain points - key findings uncovered through user research

From surveys and interviews with mobile gamers, clear frustrations surfaced: difficulty locating game icons, constant interruptions, short battery life, and the absence of a dedicated, optimized gaming environment. Gamers also expressed a desire for a centralized space where all game-related tools and settings could live.

Despite the rapid growth of mobile gaming, no system-level solution existed to meet these expectations — creating an opportunity for Samsung to pioneer a new in-device gaming utility.

Woman Side Pose

Design Process

A user-centered process shaped the foundation of Samsung's first mobile gaming utility —f rom journey mapping to cross-market validation.

Starting with user journey mapping, I created core user journeys (CUJs) to define key flows and priorities. I then designed low-fidelity prototypes and workflow diagrams to explore structure and interaction. After refining the direction, my team built high-fidelity prototypes with detailed visuals and motion.

To validate the concept, I conducted usability testing with 80 mobile gamers — 40 in China and 40 in Korea — gathering insights on usability and feature prioritization. Based on user feedback, I iterated the design, replacing and reorganizing features to better match user expectations and gaming behavior.

Woman Look Into The Camera

Final Design

Redefining the mobile gaming experience — making it easier to access, discover, and optimize games on phones and tablets.

Game Launcher provided a centralized hub where users could quickly access installed games and discover relevant new ones. Game Tools introduced a floating button with in-game controls for performance tuning, Do Not Disturb mode, gaming screen recording with the gamer's POV video, and quick settings — giving users full control without interrupting gameplay.

Designed for minimal distraction and maximum convenience, the experience launched with the Galaxy S7 and continues to support millions of users, setting a new standard for mobile gaming UX.

Impact

Launched globally with the Galaxy S7 and continues to serve millions of users across Samsung Galaxy devices.

Recognized by major tech media as a game-changing mobile UX innovation for gamers.

Lesson learned

From zero to launch, this project sharpened my skills in user-driven concept development, iterative design, and large-scale UX delivery.

Designing from Concept to Scalable Product

As a foundational member of the project, I helped shape the gaming experience from scratch—translating research insights into a intuitive product that shipped globally. This experience taught me how to guide ideas from early vision to launch-ready design with technical feasibility in mind.

Turning User Data into Prioritized UX Decisions

Through surveys, interviews, and usability tests, I learned how to identify the most critical gamer pain points and prioritize features accordingly. This data-driven process ensured we delivered tools that were not only innovative but directly aligned with real user needs.

Interested in the full story?

I'd love to share more behind-the-scenes insights - feel free to reach out for a deeper dive.

More Works

©2024