SELECTED WORK
EXPLORE TAB
How could we help new users understand what Play was capable of before asking them to begin with a blank canvas?
When I joined Play, I shared feedback about the confusing parts of starting a new project. It often took time for someone to understand how Play worked and what it could make, yet a new project opened to a blank page with no clear next step. An earlier approach placed content in every new project, but did not explain why it was there.
I worked on a clearer project-creation experience with several deliberate starting points: a blank page, an import from Figma, or a template. Making import visible also helped surface a feature many users were not aware of. For templates, I proposed both finished examples for familiar product types and simpler, lower-fidelity building blocks such as tab bars, navigation, and list-to-detail structures. The goal was to provide useful direction without deciding the project for the user.
That work eventually expanded into an Explore tab. I treated its categories as ways of thinking about what someone could make in Play, rather than as isolated labels. Search and categories needed to stay easy to reach while leaving as much of the screen as possible for projects. We also moved Learn Play starter projects into a dedicated category instead of installing more projects by default.
Explore brought educational projects, inspiring examples, and reusable templates into one place. The default category could remain curated, while Learn Play and categories such as Navigation gave people more directed paths. I prototyped the interaction in Play itself, which helped me identify bugs, performance issues, and UX improvements before the design was finalized.
Using Play to prototype experiences for Play helped me identify bugs, performance issues, and UX improvements. Shown above is an early prototype of the scroll effects on our Explore tab.
The scroll effects and search functionality helped keep this tab to a single list, without having to develop detail/collection views.
The motion and scrolling effects were useful because they made the interface more efficient, not simply more expressive. Synchronizing the horizontal movement of the category list let two rows remain available without taking space away from the projects.
When someone scrolled vertically, I treated that as an intent to browse and reduced the category list. A tap could bring the categories back whenever they wanted to switch. Using Play to prototype the behavior kept the concept grounded in what the product could actually support.



