Responsive Gameplay, Semantic Graph Logic, & Custom CMS
Year
2024-2025
Tools
Design and product
Figma
Technology
JavaScript, React, Firebase, OpenAI API
Development and delivery
GitHub, Postman, Vercel, Heroku, Claude Code
Deliverables
Product & game-system architecture
Semantic content model
Interactive prototypes
Responsive interface system
Content-management workflows
User testing reports
Front-end implementation
Product Team
My Team
1 Product Designer / UX Systems Architect / Front-end Developer
1 Back-end Developer
My Role
Product Designer & Systems Architect
Front-end Developer
Product Manager
Research
15 user interviews
22 monitored alpha tests
1,187 screen recorded sessions
Summary
I conceived of and launched WordaLike, a responsive daily word game in which players navigate from one word to another through chains of synonyms. I also architected the system behind the experience: a database of ~22,000 interconnected words, pathfinding and progress logic, a custom administrative interface, and workflows for editing and scheduling daily content without interrupting the live product.
Gameplay Challenge
Many people who enjoy word games:
a) are hesitant to play games that require spelling.
b) struggle to remember synonyms without being presented with options.
c) are hesitant to start because they can’t easily envision a route from the start word to the target word.
Game Concept Testing
In light of these challenges, I conducted some proof of concept tests to observe and better understand user pain points. Two methods were used- I gave one completely unaided spoken synonym path challenge, and one with subjects clicking through a digital thesaurus; each after receiving start/ target words from me.
Key Insight Users struggle to feel a sense of progress between a given start/target word pair in both scenarios.
Key Insight Users may sometimes hit a sticking point where frustration peaks and they need help to continue.
Key Insight Users are less frustrated when presented with the synonyms in the digital version, but conversely less deliberative in choosing synonyms.
This all pointed to the need for accessible gameplay, clear progress indicators, and assistance features to maintain engagement.
Daily GAME
-
Semantic and Game-logic System
Structured the word database as a bidirectional semantic graph, ensuring that synonym relationships remain navigable in either direction. Applied breadth-first-search logic to identify fastest paths and power hot/cold feedback, step-distance indicators, and game-balancing rules.
PLAYER EXPERIENCE - hot/cold indicators- I ran a Breadth-First Search algorithm on the database to ascertain all fastest possible paths between any two words; I then implemented hot/cold indicators to inform a user if a selection brings them closer to or further from the target word.
- steps to target- users are informed at each step just how far from the target their choice has brought them. This keeps user expectations aligned with their current state of progress.
- hints- I added 2 different types of assists that a user can opt to use to help finish the game. This is a trade-off for an increased step count to balance fairness and keep game integrity intact.
- friend's path- unique 'share codes' are now generated for each user, so that they can share their results with friends. The recipient can only view it in-line with her own post-game score, after completing the day's game for herself.
Operating the Live Game
Publishing a new puzzle every day created a second design challenge: managing a large semantic graph, evaluating potential word pairs, scheduling future games, and correcting data without interrupting the live player experience.
-
Content Management System
I designed a three-page admin panel to:
a) edit a database of ~22,000 words and their synonyms,
b) compare words by various attributes to pair for the daily game
c) view & adjust the line-up of daily pairings.
-
Two environments with shared data system
The public game and private admin workspace use the same underlying word and puzzle data. I designed a controlled workflow that separates active gameplay from ongoing graph edits, path recalculation, pair selection, and future puzzle scheduling- allowing the database to evolve while the current game remains stable.
Results
WordaLike launched publicly as both a player-facing daily game and a working content-operations system. Players can navigate, complete, and share each puzzle while I continue refining the semantic graph, evaluating future word pairs, recalculating paths, and managing the upcoming lineup behind the scenes.
I iterated the product through 15 user interviews, 22 monitored alpha tests, and 1,187 recorded sessions. Those findings directly shaped the progress model, assistance mechanics, sharing rules, game-balancing decisions, and the workflow that keeps the live experience stable as its content evolves.
The result is a playable word game and a repeatable system for publishing and operating a new challenge each day.