Hand holding a phone playing The Dream Ladder on theglobeandmail.com
Hand holding a phone playing The Dream Ladder on theglobeandmail.com
Hand holding a phone playing The Dream Ladder on theglobeandmail.com

The Dream Ladder

The Dream Ladder

Role

UI/UX Designer

Timeline

8 weeks

Platform

Web

Working with Sticky Brain Studios, I designed the interface for The Dream Ladder, a word puzzle created for an OLG advertising campaign featured within The Globe and Mail. The challenge was to create a word puzzle that felt unmistakably OLG while remaining intuitive and optimized for mobile audiences.

Working with Sticky Brain Studios, I designed the interface for The Dream Ladder, a word puzzle created for an OLG advertising campaign featured within The Globe and Mail. The challenge was to create a word puzzle that felt unmistakably OLG while remaining intuitive and optimized for mobile audiences.

Working with Sticky Brain Studios, I designed the interface for The Dream Ladder, a word puzzle created for an OLG advertising campaign featured within The Globe and Mail. The challenge was to create a word puzzle that felt unmistakably OLG while remaining intuitive and optimized for mobile audiences.

Designing a word game people could understand in seconds.

Designing a word game people could understand in seconds.

Designing a word game people could understand in seconds.

The constraints were pretty specific…

The constraints were pretty specific…

1

It was part of an OLG advertising campaign on The Globe and Mail.

It was part of an OLG advertising campaign on The Globe and Mail.

2

2

It needed to work well on mobile.

It needed to work well on mobile.

3

Players should be able to start quickly without learning complicated rules.

Players should be able to start quickly without learning complicated rules.

4

The game itself had to be short and lightweight.

The game itself had to be short and lightweight.

5

The interface needed to feel like an OLG-branded experience.

The interface needed to feel like an OLG-branded experience.

01

01

Establishing the Hierarchy

Establishing the Hierarchy

I explored where the theme, clue, lives, and gameplay information should sit within the interface.

I explored where the theme, clue, lives, and gameplay information should sit within the interface.

Early MVP

Early MVP

Early MVP

Final

Final

Final

02

02

Progressive Ladder

Progressive Ladder

Revealing one word at a time kept the ladder clear and focused on mobile.

Revealing one word at a time kept the ladder clear and focused on mobile.

Early

Early

Early

Final

Final

Final

03

03

03

Designing for a Quick Experience

Designing for a Quick Experience

I explored additional interactions but kept the experience focused on the core puzzle.

I explored additional interactions but kept the experience focused on the core puzzle.

Early

Early

Early

Final

Final

Final

Demo

Demo

Visual Showcase

Visual Showcase

Visual Showcase

Social

Social

Social