Nuwa Pen

Mobile check-in app

Overview

I designed a mobile check-in app for arcade events that allows visitors to quickly check in, purchase tickets, and access event details. The app is targeted at both young adults, such as students and teenagers who enjoy social gaming, and adults who see arcades as a fun and nostalgic activity to share with friends or partners. The goal of the app is to make entry seamless, reduce waiting times, and provide users with personalized information such as event highlights, game schedules, and promotions (like early bird discounts).

The problem:

Arcade events often become overcrowded, creating long wait times and a stressful entry process. The visitor mix tends to skew younger, which can discourage older participants who also enjoy arcade culture. On top of that, the experience can feel expensive, making some users more selective about when they attend.

The goal: 

The goal of the check-in app is to reduce waiting times and create a smoother entry process, while also making arcade events more accessible by allowing users to buy tickets in advance from the website and ensuring the experience is inclusive and enjoyable for both younger and older audiences.

User research: summary

For this project, I conducted user research through informal interviews and observations of arcade visitors, focusing on both teenagers and adults. My initial assumption was that most users were primarily motivated by gaming itself. However, I discovered that many visitors, especially adults, value the arcade more as a social and nostalgic experience than purely for gameplay. Teenagers highlighted the fun and excitement but also mentioned frustrations such as high costs and distractions from school duties. Adults, on the other hand, expressed concerns about overcrowding and the younger age mix. These insights helped me shape the design toward a smoother, more inclusive check-in process that considers both social and practical needs.

User research: pain points

Overcrowding at events: Long waiting times and stressful entry experience.

High costs: Teenagers especially feel limited by the expense of visiting arcades often.

Age imbalance: Adults sometimes feel out of place as the majority of visitors are younger.

Limited social comfort: Busy environments can make it harder to connect, especially for adults using arcades as a social outing or date activity.

Personas:

  1. Alex: The competitive crew gamer

Goals:

  • Have fun after school and on weekends.

  • Compete with friends and show gaming skills.

  • Use the arcade as a fun, social hangout.

Frustrations:

  • Sometimes feels out of place as arcades skew younger.

  • Places can be too crowded, making it harder to enjoy.


  1. Andrea: The social experience seeker.

Goals:

  • Relive nostalgia and explore retro games.

  • Spend quality time with friends or partner in a cool, interactive environment.

  • Do something alternative compared to usual drinks/dinner nights. 

Frustrations:

  • Sometimes feels out of place as arcades skew younger.

  • Places can be too crowded, making it harder to enjoy.

Paper wireframes:

My main focus was to define a clear and effective structure for the homepage design.

Digital wireframes:

The goal was to create an easy way to highlight special events, ensuring users can notice them immediately without having to click through multiple pages, and to make the ticket-buying process as smooth as possible.

Low-fidelity prototype:

During this process, I designed a clear flow from the homepage to the final step, including successful payment, making it easy and straightforward for users.

High-fidelity prototype:

Categories

UX

Role

UX/UI Designer

Mobile check-in app

Overview

I designed a mobile check-in app for arcade events that allows visitors to quickly check in, purchase tickets, and access event details. The app is targeted at both young adults, such as students and teenagers who enjoy social gaming, and adults who see arcades as a fun and nostalgic activity to share with friends or partners. The goal of the app is to make entry seamless, reduce waiting times, and provide users with personalized information such as event highlights, game schedules, and promotions (like early bird discounts).

The problem:

Arcade events often become overcrowded, creating long wait times and a stressful entry process. The visitor mix tends to skew younger, which can discourage older participants who also enjoy arcade culture. On top of that, the experience can feel expensive, making some users more selective about when they attend.

The goal: 

The goal of the check-in app is to reduce waiting times and create a smoother entry process, while also making arcade events more accessible by allowing users to buy tickets in advance from the website and ensuring the experience is inclusive and enjoyable for both younger and older audiences.

User research: summary

For this project, I conducted user research through informal interviews and observations of arcade visitors, focusing on both teenagers and adults. My initial assumption was that most users were primarily motivated by gaming itself. However, I discovered that many visitors, especially adults, value the arcade more as a social and nostalgic experience than purely for gameplay. Teenagers highlighted the fun and excitement but also mentioned frustrations such as high costs and distractions from school duties. Adults, on the other hand, expressed concerns about overcrowding and the younger age mix. These insights helped me shape the design toward a smoother, more inclusive check-in process that considers both social and practical needs.

User research: pain points

Overcrowding at events: Long waiting times and stressful entry experience.

High costs: Teenagers especially feel limited by the expense of visiting arcades often.

Age imbalance: Adults sometimes feel out of place as the majority of visitors are younger.

Limited social comfort: Busy environments can make it harder to connect, especially for adults using arcades as a social outing or date activity.

Personas:

  1. Alex: The competitive crew gamer

Goals:

  • Have fun after school and on weekends.

  • Compete with friends and show gaming skills.

  • Use the arcade as a fun, social hangout.

Frustrations:

  • Sometimes feels out of place as arcades skew younger.

  • Places can be too crowded, making it harder to enjoy.


  1. Andrea: The social experience seeker.

Goals:

  • Relive nostalgia and explore retro games.

  • Spend quality time with friends or partner in a cool, interactive environment.

  • Do something alternative compared to usual drinks/dinner nights. 

Frustrations:

  • Sometimes feels out of place as arcades skew younger.

  • Places can be too crowded, making it harder to enjoy.

Paper wireframes:

My main focus was to define a clear and effective structure for the homepage design.

Digital wireframes:

The goal was to create an easy way to highlight special events, ensuring users can notice them immediately without having to click through multiple pages, and to make the ticket-buying process as smooth as possible.

Low-fidelity prototype:

During this process, I designed a clear flow from the homepage to the final step, including successful payment, making it easy and straightforward for users.

High-fidelity prototype:

Categories

UX

Role

UX/UI Designer

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