Screen Park Logo
Case Study - UI/UX Design · Figma · Prototyping

Screen
Park.

Type Concept / Portfolio Project
Platform iOS · Android · Desktop · Tablet
Focus Accessibility & Plain Language
Tool Figma
Status Fully Wired Prototype
UX/UI Design Accessibility Design Systems Component Library Prototyping Dual Variant Themed Entertainment
Screen Park Today tab showing a generated day plan with budget tracking
Today, the day plan
Screen Park live park map with function-coded icons and wait times
Park, function-coded map
Screen Park Discover tab showing community-sourced Land Intel
Discover, Land Intel
41
Prototype Screens
2
Parallel Brand Flows
66
Components in the File
6
Function-Coded Icon Families
01

The Problem
Worth Solving.

A great theme park day is a skill. Knowing when booking windows open, which pass does what, where the short line is at two in the afternoon, that knowledge builds over dozens of visits, and it changes enormously what a family actually gets for the price of admission.

The official apps assume you already have it. They are capable tools, and they serve frequent visitors well. But a family who comes once every year or two opens the same interface and finds a vocabulary and a planning calendar they are expected to already know.

That is an accessibility problem. The information is all there. Reaching it takes prior knowledge most guests never had a chance to build.

Screen Park starts from a single premise: the savvy version of a park day, the one where you get every bit of value out of the ticket, should be available to a first-time guest on their first morning.

"The parks are supposed to be fun. We handle the rest."

Every decision in this case study traces back to that premise. The map, the language, the planner, the community layer, each one exists to close the gap between what a regular knows and what a newcomer can find out.

02

Who This
Is For.

Screen Park is designed for the infrequent guest. Families who visit once every year or two, save for the trip, and arrive with high expectations and no working knowledge of the system underneath the experience.

What they bring: a real budget, a fixed number of days, and one chance to get this right. What they don't bring: a memorized reservation calendar, fluency in the acronyms, or any sense of which choices made before nine in the morning decide how the rest of the day goes.

"Does this help someone who has never done this before get the day they were hoping for?"

That question is the test every feature in the product had to pass. Where a feature only paid off for someone who already knew the parks, it was the wrong feature.

03

Competitor
Audit.

Three products were studied against the same question: how much does a guest need to already know before this becomes useful to them?

My Disney Experience. Comprehensive and genuinely powerful, and built around a planning process that begins long before anyone reaches the gate. Dining is the sharpest example. Resort guests book 60 days ahead of check-in, at 6:00 AM Eastern, and the popular tables are gone in minutes. Miss that window and there is no waitlist, only watching for a cancellation. It is the one booking that carries a financial penalty if you no-show, and the one a guest is most likely to need to change on short notice.

The My Disney Experience quick actions menu, showing transactional shortcuts with My Plans cut off at the bottom by the Close button
My Disney Experience, quick actions

Every item that fits on this screen either sells something or books something. Buy tickets, order food, merchandise, Memory Maker, park reservations, wait times. Your confirmed dining, the highest-stakes plan in the trip, has no card here at all. It lives inside My Plans, a label that says nothing about what is behind it, cut off at the bottom by the Close button.

None of this reads as unimportant to a regular. To a first-time family it is the difference between the anniversary dinner they planned and a night spent hunting a menu for a link. The app holds the information. It does not carry the weight of it.

A note on honesty: no third-party app, ScreenPark included, could ever fix this specific gap. Dining runs on Disney's own reservation system, behind an API they will never open. It stands here as the clearest example of the class of problem the project cares about, unifying the knowledge a savvy guest carries with the experience an average guest actually gets, where the stakes are a real family's real day.

Universal's official app. Cleaner and less demanding than MDE, with reliable live wait times and a map that reads well at a glance. It is also where the most interesting accessibility trade-off in either app shows up.

Universal color-codes map points by land. Every pin inside one area shares a color. As theming, it is beautiful and it reinforces the sense of place the parks are built on. As wayfinding, it spends the fastest signal on the screen on information the guest already has. You know which land you are standing in. What you are scanning for is a restroom.

Color coded by land
WC WC WC

Color tells you which land you are in. You already know that. To find a restroom you have to read all eight glyphs.

Color coded by function
WC WC WC

Blue is always restrooms. Amber is always food. Green is always attractions. One glance, no reading.

The same eight points of interest, coded two ways

That is the principle. Here is it happening in the shipped app.

Universal Orlando app map of Islands of Adventure with attraction pins colored by land
Attractions filter, Islands of Adventure
Universal Orlando app guest amenities filter in Hogsmeade, every pin sharing the same land color
Guest amenities filter, Hogsmeade

On the left, five colors across one park, and every one of them is telling you which land you are looking at. Jurassic Park is green, Toon Lagoon is maroon, Marvel is blue, Seuss Landing is gold, Hogsmeade is navy. To find a rollercoaster you read glyphs across all five.

On the right is where it gets expensive. Filter to guest amenities inside a single land and every pin turns the same color, because the color was never describing the pin. Restrooms, lockers, photo ops, ATM, first aid, all identical navy circles separated only by a small glyph, at the exact moment a guest is most likely to be in a hurry.

Once you learn the restroom icon you still have to check every icon to find it. If restrooms were simply blue, you would find them without reading anything. Color is the fastest thing on a screen to process, faster than shape and considerably faster than a glyph read at arm's length in daylight with a child pulling at your sleeve. Iconography still matters, and Screen Park uses it, but color carries the first pass. Spending that pass on theming rather than function costs the most for the guest with the least context to fall back on.

Ride Ready and third-party apps. Closer to the right instinct, and worse in execution. Cluttered, ad-supported, and organized around data density rather than a guest journey. They serve the enthusiast who wants numbers, not the family who wants a plan.

"Every app I studied was built for the person who already knows. The gap was never information. It was translation."

Every one of these products holds plenty of information. None of them turns it into something a first-timer can act on in the first sixty seconds. That translation is the whole reason ScreenPark exists.

04

Information
Architecture.

Five tabs, organized by what a guest needs rather than by how the park is structured. The distinction matters: a park-shaped app asks you to know where you are going. A guest-shaped app asks what you need right now and answers from wherever you happen to be standing.

Entry is linear and deliberately short. Everything after it is lateral, reachable from any other place in the product in one move.

Entry Flow
Splash → Brand Select → Onboarding, six screens → Genie Survey, eight questions → Today

A guest arrives at a populated day plan without having made a single decision that required prior knowledge. That is the accessibility bar the entry flow was built to clear.

Tab 01
Today
  • Genie Planner
    • Day schedule
    • Edit Mode, drag to reorder
  • Budget Breakdown
  • Closing Hour ritual
  • Share Plan
Tab 02
Park
  • Live Map
    • Function-coded pins
    • Filter bar
  • Wait Times
  • Near Me
    • Restroom, food, photo
Tab 03
Discover
  • Land Intel
    • Food Hacks
    • Photo Spots
    • Merch Finder
    • Secrets
  • Community submissions
Tab 04
Alerts
  • Wait time alerts
  • Park closing
  • Show countdowns
  • Notification states
Persistent
Me
  • Party settings
  • Preferences
  • Budget
  • Switch Park

Fixed above the nav rather than inside it, so the settings that change how the whole product behaves are never buried under a tab.

One Architecture, Two Resorts.

Screen Park is built as a multi-resort platform, and the architecture above is the part that does not change. The Universal Orlando and Walt Disney World variants share identical structure, navigation logic, and interaction patterns. Only color language and content adapt.

That symmetry is an accessibility decision before it is a branding one. A guest who learns the product at one resort keeps that knowledge at the other, which matters most in exactly the conditions the product was designed for: thick crowds, a child on your hip, two minutes to decide the next move.

Universal
Orlando
Deep Immersive Blue primary, Electric Horizon accent, Golden Hour contrast. Content references Islands of Adventure, Epic Universe, and the Wizarding World. The full-coverage variant, all 5 tabs, all submenus, fully wired.
Walt Disney
World
Midnight Blue primary, Magic Purple accent, Disney Gold contrast. Content references Magic Kingdom, Fantasyland, and Tomorrowland. 21 screens across all tabs, a complete parallel system.
05

Design
System.

The system was built before any screen was designed, and every part of it was measured against the same accessibility question: can a guest who has never opened this app read it correctly on the first try, outdoors, in a hurry?

Color Palette
Deep Blue
Accent
Golden Hour
Surface
Charcoal
Color System
5 semantic core colors carried identically across both resort variants. Only hue shifts between them, never meaning.
Typography
Plus Jakarta Sans for headings, Inter for body and UI. Full scale from Display 32px Bold to Caption 12px Regular, set with real product copy rather than placeholder text.
Icon Language
6 function families, coded by category rather than by land. Restrooms blue, rides green, food gold. Glanceable at any size, legible without a legend.
Component Library
Bottom nav with 5 active states. Header with 4 background variants and toggleable back button, location pill, and subtitle. All componentized, all swappable between variants.
The Mark

The mark had one hard requirement: survive being shrunk to a 48 pixel app icon and still say what the product is. A coaster crest anchored to a location pin, sketched on a sticky note and reduced from there until nothing left could be removed.

Original Screen Park sticky note sketch
01, the sketch
Iconography explorations and final lockup components
02, exploration to locked finals
Screen Park app icon on a phone home screen
03, at app icon size
06

Four Design
Decisions.

Four decisions carry most of the product. Each one is an answer to a specific way the existing apps ask a guest to already know something.

01
Function-Coded Icons, Not Land-Coded
The Problem
Color coded by land, a pin means nothing until you open the legend. Under pressure, with kids in tow, nobody opens the legend.
The Solution
Code by function instead. Blue is restrooms, green is rides, gold is food. Learned once, it holds in every land and every park.
02
No Jargon, Ever
The Problem
LL, ADR, VQ, Genie+. The official apps use these without explanation, and a guest is excluded before reaching the gate.
The Solution
Plain language everywhere. "Skip Line Pass" not "Lightning Lane." Where the in-park term differs, a tooltip shows both, so nobody is stranded at the actual attraction.
03
The Genie Survey vs. Official Planning
The Problem
Both official apps require you to understand their planning system before they will produce a useful schedule. That is homework before a vacation.
The Solution
Eight questions covering thrill tolerance, budget, party ages, must-dos, and max wait. Output is a plain-language day plan you can drag to reorder. Two minutes to a full day.
04
The Anti-Gatekeeping Data Model
The Problem
Insider knowledge sits behind follows, subscriptions, or knowing the right people. The hidden menu items, the photo spots, the shortcuts that make a day work.
The Solution
Community submissions, editorially verified, surfaced by votes. A first-timer gets the same day a fifty-visit regular gets, and none of it costs anything.
07

Selected
Screens.

A selection of screens from the Universal and Disney flows. Each screen was designed to component spec and updated with the final icon and nav component library.

Screen Park Splash and Brand Select
Splash / Brand Select
Universal or Disney, the fork in the road
Genie Survey interactive states
Genie Survey
8 questions, 2 minutes, a full day plan
Today day plan with budget
Today / Genie Planner
Day plan, drag to reorder, budget aware
Islands of Adventure live map
Park / Map and Wait Times
Function-coded icons, live waits, Near Me
Discover Land Intel
Discover / Land Intel
Food Hacks, Photos, Merch, Secrets
Food Hacks submenu
Food Hacks
Community-sourced, editorially verified
Photo Spots with golden hour active
Photo Spots
Scene previews, time-of-day tips
Alerts settings with animated toggles
Alerts
Wait time, park closing, show countdowns
Disney variant Today screen
Disney Variant / Today
Same UX, Disney color language
Disney variant Discover screen
Disney Variant / Discover
Fantasyland intel, parallel feature set
Screen Park design system overview
Design System
Colors, type, icons, components, all componentized with variants
Full prototype flow layout in Figma
Prototype Flow / Wiring
41 screens, Universal left, Disney right, mirrored 1:1
08

Interactive
Prototype.

Full wired prototype - Splash → Onboarding → Today → Park → Discover → Alerts → Me. Animated toggles, interactive survey states, horizontal scroll, share plan flow, and parallel Disney variant. Embed below or open in Figma.

Open Prototype in Figma → Universal + Disney flows available

Tap through the full Universal and Disney flows above. Or open in Figma for the full 41-screen prototype.

09

What I
Learned.

Building a second variant after finishing the first is the most useful constraint I have put on myself. It turned every design system decision into a claim I had to defend. If a component could not carry into a different color language while holding the same structure, it was never a system. It was a one-off wearing the costume of one.

I also went to the parks in the middle of the build, on purpose, to test assumptions against what guests actually do. That was the moment the case study changed. I had designed for the confusion I remembered. What I watched was more specific than that: people stopping in walkways to read, families splitting up to check two things at once, phones out for long stretches in the middle of an experience they had paid to be present for. Testing mid-process rather than at the end meant those observations could still change the product. Several did.

Theme park expertise should not be a class system. The foam hack, the photo spot at golden hour, the single rider line nobody advertises, the child swap program that lets parents take turns on thrill rides without queueing twice, these are the difference between a stressful day and a great one, and right now they are distributed by who you happen to follow. Screen Park exists to close that distance.

I have spent years being the person friends text before a park trip, translating the system for people I know. That knowledge should not depend on knowing me. The parks are built on the promise that anyone can walk in and have the day, and the software in front of them should hold up the same promise.

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