Playful Body Game Companion Mobile App | Rakesh Patibanda
Playful Body Game Companion Mobile App
UX Design

Playful Body Game Companion Mobile App

The Problem
Bodily games often involve live physical states, hidden system feedback, and audience dynamics that are hard to communicate through the main game screen alone. Players and spectators need a clearer shared view of what is happening in real time.
My Role
Product Designer. I defined the second-screen concept, user roles, screen hierarchy, live feedback patterns, interaction flows, and the mobile UI system in Figma.
Outcome
A product-ready companion app concept that visualises live body feedback, syncs game events, supports spectator interaction, and provides clear post-session summaries.
Organisation
Self-initiated concept
My Role
Product Designer
Team
Individual project
Timeline
Concept project
1

The Problem

In body-based games, important information is often distributed across multiple layers: the player’s physical state, the game system’s current event, and the reactions or interventions of other people. The main screen usually prioritises gameplay, leaving little room to surface body signals, secondary interactions, or session-wide context.

The challenge was to design a companion experience that makes bodily play more legible without overwhelming the player or turning the app into a generic dashboard.

2

My Approach

I framed the product as a second-screen system that bridges body, game, and audience. Rather than building a pure analytics tool, I focused on live use during play and on supporting different roles: player, spectator, and facilitator.

Core experience: Connect → Play → Monitor → Interact → Review

The design was guided by three principles: make live body feedback readable, synchronise the app tightly with game events, and enable lightweight interaction that supports play rather than distracts from it.

3

The Work

The app includes onboarding, connection and pairing, a live session dashboard, body feedback views, synced gameplay status, spectator controls, active challenge states, session summaries, history, and settings. Together, these screens create a companion layer that surfaces invisible body states and supports coordinated interaction around the game.

The UI uses a dark, gaming-inspired visual language with high-contrast signal states, layered data cards, clear action buttons, and compact live feedback modules. This keeps the experience playful and energetic while remaining product-like and easy to scan during active use.

4

Evidence of Impact

This is a concept project, so impact is framed through product intent. The design aims to make bodily game states easier to understand in real time, create a stronger bridge between experimental interaction and consumer UX, and support shared experiences between players, facilitators, and spectators.

The key shift was from isolated gameplay on a primary screen to a coordinated second-screen ecosystem that makes body, game, and audience visible to each other.


View live project ↗
5

What I'd Do Differently

Next, I would test the design in live play sessions, compare player versus spectator needs more directly, validate which body signals are most useful during gameplay, and explore how the companion experience changes across different formats such as EMS play, breathing games, and VR sessions.

Skills & Methods

Interaction Design Product Design Gaming UX Real-Time Feedback Design Systems Thinking Mobile UI Design Figma Prototyping Embodied Interaction
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