Bryan Leung

QuintAce Communities

A community feature for a poker app, from PRD to dev-complete on staging in under a week. An experiment in AI-assisted product design.

Product
QuintAce
Role
Sr. Product Designer
Scope
Design direction, final design
Timeline
Under a week
Year
2026
QuintAce Communities lobby: community tables on the left, a live poker table in the middle, and the community card and weekly leaderboard on the right.

Summary

Goal
Let players create a community, play at its tables, post to a message board and compete on a leaderboard.
Experiment
Use AI at each stage, from PRD to build, and see how fast a whole feature could reach staging.
Role
I chose the direction from AI-generated explorations and finished the design in our design system.
Result
Dev-complete on staging in under a week. No usage metrics were set.

The brief

QuintAce's Compete mode already had public Leagues. Communities add a player-run layer on top:

  • Create a community, or discover and join one.
  • Play at community tables with its members.
  • Post to a message board and comment.
  • Compete on a weekly community leaderboard.

It was also a test. We set no success metric for the feature itself. The question was how far AI could shorten the path from an idea to working software.

How the week ran

  1. PRD. Generated with Claude Code from the product manager's input.
  2. Priorities. The lobby's primary action is getting players to a table. Community actions belong in the Communities tab.
  3. Explorations. Six lo-fi layouts, generated into Figma with a text-to-Figma skill.
  4. Direction. I picked one and rebuilt it with our existing design system.
  5. Build. Engineering took it to dev-complete on staging.

Exploring with AI

The six layouts answer one question in different ways: how should Leagues and Communities share a lobby?

Lo-fi wireframe: a mode picker with one card for Public Leagues and one for Communities.
Mode Picker: choose Leagues or Communities before entering a lobby.
Lo-fi wireframe: league tables and community tables in two columns beside a leaderboard. Lo-fi wireframe: one list of table cards with League and Community filters.
Dual Panel shows both side by side. Table Cards mixes every table into one filtered list.

The other three were a bottom drawer, a side navigation and a carousel. What AI gave me here was range: six structurally different options to compare before any polish.

The direction I chose

I split the feature in two. The Compete lobby gets a Communities tab beside Leagues and Friends, and it is only for getting to a table: tables on the left, the live table in the middle, the community and its leaderboard on the right. Everything else about a community lives in its own Communities tab.

Communities lobby with the weekly sessions panel open, showing total big blinds, rank points and hands.
The lobby, with the weekly sessions panel open.

AI output stopped at the wireframe. The final screens are built from our design system components, and the decisions below were mine.

The Communities tab

This is where a community lives between games. One button, Play at Community Tables, leads back to the lobby.

Overview

A welcome from the creator, a hand of the week picked by Quint (the app's AI coach) from community play, and a stream of member progress: league promotions, leaderboard wins and badges.

Community Overview: a welcome message, hand of the week and members progress, beside the member list and weekly leaderboard.
Overview.

Feed

The message board. Members post a message, a hand, a drill or a link, and others like and comment.

Community Feed with a shared drill result and a coach post.
The feed, with a shared drill.
A post with four attached images arranged in a gallery, above its comments. A post opened in a dialog with two comments and a comment field.
A post with images, and a post with comments.

Screenshots in posts

Posts and comments can carry images. I set the layout rules for one image up to six or more, where the last tile shows the remaining count.

Six gallery layouts for two, three, four, five, six or more images and a single image.
Gallery layouts by number of images.

Decisions made by hand

Switching communities

I compared a dropdown with a horizontal list. Shown upfront, the list makes it obvious that you can switch communities. A dropdown hides that. The trade-off: players can join three communities today, and if that limit grows, the dropdown will scale better.

Option A: a dropdown above the table for switching communities. Option B: a horizontal list of community chips above the table.
Dropdown (left) and horizontal list (right).

Rules for the edges

  • No community yet: the tab opens Discover.
  • Already joined: it opens the last active community.
  • At the limit of three: joining another is blocked, with the reason shown.
  • Leaving asks for confirmation. If the admin leaves, the community is deleted.
Discover a Community dialog with a search field and a grid of community cards. Create a Community dialog with a logo, a name field and a description field.
Discover and Create.

A logo without an upload

Creating a community takes a name, a description and a logo picked from a preset set of 37.

Grid of preset community logos: card suits in several styles and a set of animal mascots.
The preset logos.

Three screen sizes

Every flow is specified for desktop, tablet and mobile.

Communities lobby on mobile, with the community card, table list and bottom navigation. Community feed on mobile, with Overview, Feed and Members tabs.
The lobby and the community feed on mobile.

Outcome

PRD to dev-complete on staging
Under a week
  • What AI did: drafted the PRD (Claude Code) and produced the layout options (a text-to-Figma skill).
  • What I did: set the priorities, chose the direction, built the final screens in the design system, and defined the edge states and responsive specs.
  • Not measured: anything about players. The feature had no usage metric, and dev-complete on staging is not a release.

Reflection

  • The time saved was in the blank-page stages: the first draft of the PRD and the first set of layouts. The decisions still took judgment.
  • Speed to staging says nothing about whether players want communities. Next I would define that measure, such as the share of players who join a community and come back to its tables.