Rec Room Content Discovery

Helping players find their next favorite game

Rec Room Homepage

Context

Finding the right room to play in Rec Room had started to feel like searching for a gem in a haystack. The recommendation feed felt stale, and the UI was suffering from decision fatigue.

I led the design to elevate this discovery experience, delivering fresh micro-interactions and a scalable UI framework for the future.

RoleLead Product Designer, Discovery
Team1 PM | 1 Engineer | 1 UXR | 1 QA
PlatformMobile, VR, PC, Console
SkillsProduct Strategy | UX/UI Design | Interactive Prototyping | Design Systems | Cross-functional Leadership
TimelineQ4 '24 – Q1 '25
impact

Engagement up. Clutter down.

+9.5%
Room visits
+13%
Time spent in rooms
Scalable UI framework & best practices
Problem

A stale haystack

Our survey of 700+ players revealed clear problems:

  • 70% felt like recommendations barely changed
  • 64% wanted to see new or recently updated rooms


But the truth is: the recommendation engine was actually refreshing rooms after every game session, but the UI gave no indication of it.

Design / Freshness

A subtle shimmer as “New Arrival”

To make the feed feel fresh, I first explored adding a corner bubble to room cards. It immediately felt anxiety-inducing—like unread text messages.

Room card with a corner bubble badge indicating new content
Exploration 1: Corner Bubble

What we needed was something subtle and ephemeral. I pivoted to micro-interactions: a sparkle, an animated border, and finally, a shimmer effect.

Players overwhelmingly preferred the shimmer. One mentioned it felt like “wiping clean a dusted window”.

We A/B tested it and shipped a 4.7% increase in time spent in rooms.

Exploration 4: Shimmer

Design / New Rooms

Less is more means removing the sacred metrics

Players wanted to find new rooms. I started to integrate “New” indicators directly into the room cards. I designed four variants.

It turned out the winning variant was the most controversial: completely removing the room's lifetime “cheer count” and replacing it with a clean “New” token, which led to a 5.5% increase in visits and 6.5% increase in time spent.

This taught us showing a low cheer count on a brand-new room was biasing players towards older rooms.

Side-by-side comparison of 4 different new badge designs on a room card
A/B testing 4 "New" indicator design variants
Systems

A framework for the future

The room card is the most important component in our ecosystem, but it lacked guidelines. I started to collaborate with different teams and establish a scalable UI framework for room cards.

The new scalable UI framework mapping badges, primary tokens, and secondary tokens
The scalable UI framework prioritizing time-sensitive and high-conversion data

To prevent congnitive overload and improve conversion, I established a strict hierarchy:

  • Badges (High): Used for displaying time-sensitive information that guarantees a satisfactory game session. Up to 1 allowed per room.
  • Primary Tokens (Mid): Used to highlight information that will lead to high conversion and time spent. Up to 1 allowed per room.
  • Secondary Tokens (Low): Used to display factual information about the room. Up to 2 allowed per room.
When something no longer serves the users, remove or replace it with something more valuable, even though it was seen as sacred.

Curious to learn more?

Reach out to learn more about this project, or me, as a future partner at work ;)