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

Screen
Park.

Timeline 4 Days (11 days from first Figma lesson)
Type Concept / Portfolio Project
Platform iOS · Android · Desktop · Tablet
Tool Figma (first project)
Status Fully Wired Prototype
UX/UI Design Design Systems Component Library Prototyping Dual Variant Themed Entertainment
🎢
A Note on This Project
This is my first project in Figma. I started the Daniel Walter Scott Figma UI/UX Design Essentials course on April 9, 2026. Four days later, Screen Park was a fully wired, dual-variant, symmetrically prototyped app experience with a complete design system, componentized icons, animated interactions, and 41 screens across two brand flows. I'm not listing this to boast. I'm listing it because I want anyone reviewing this work to understand what they're actually looking at - someone who commits fully to learning by doing, and doesn't stop until it's real.
41
Prototype Screens
2
Parallel Brand Flows
14
Pages in Figma File
4
Days to Full Prototype
01

The Problem
Worth Solving.

Theme park apps are built for insiders. Disney and Universal's official apps reward guests who've done weeks of homework, learning which Lightning Lane type applies to which ride, which dining reservation system requires a credit card, what "VQ" means, and which parks require park-to-park tickets for specific lands.

For first-timers and irregular visitors, the actual majority of guests, these apps are anxiety machines. They're designed around the assumption that you already know what you're doing.

Screen Park is built for everyone else.

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

Target User: Families visiting every 1 to 2 years. Overwhelmed by complexity, underwhelmed by what the official apps actually explain. They want a great day, not a certification course.

02

Competitor
Audit.

My Disney Experience (MDE). Powerful but overwhelming. Feature-dense with a learning curve. Terms like "Lightning Lane Multi Pass" vs "Individual Lightning Lane" require explanation Disney doesn't provide in-app. Good for power users. Bad for first-timers.

Universal Official App. Cleaner than MDE but still park-first, not guest-first. Map and wait times are solid. Intel is sparse. No community layer, no insider tips, no "what does this actually mean" explanations.

Ride Ready and third-party apps. Closer to the right idea but cluttered, ad-supported, and designed around data density rather than an actual guest journey.

"Every app I studied was built for the person who already knows. Nobody built for the person who doesn't."

The gap wasn't information. Both official apps have plenty of information. The gap was translation, converting park complexity into a plain-language, guided experience that anyone could pick up and use in the first 60 seconds.

03

Design
System.

Before a single screen was designed, the design system was built. Color palette, typography scale, icon language, component library, all locked, all documented, all componentized with variants before any screen touched them.

Color Palette
Deep Blue
Accent
Golden Hour
Surface
Charcoal
Color System
5 core colors, all semantic. Primary actions, surface states, function-coded map icons. Consistent across Universal and Disney variants - only hue shifts.
Typography
Plus Jakarta Sans for headings (distinctive, modern), Inter for body and UI. Full scale from Display 32px Bold down to Caption 12px Regular - all with real Screen Park copy examples.
Icon Language
6 function families, color-coded by category rather than by land. Restrooms always blue, food always gold, rides always green. Glanceable at any size, no legend required.
Component Library
Bottom nav with 5 active states. Header component with 4 background variants and toggleable back button, location pill, and subtitle. All componentized, all swappable.
04

The Logo,
In Three Stages.

Screen Park needed a mark that could survive being shrunk to a 48 pixel app icon and still communicate the concept instantly. I sketched the first version on a sticky note during the Figma course, imagining a roller coaster crest anchored to a pin. The course covered vector drawing and shape tools around the same time, so I applied those lessons directly to bringing the sketch to life.

Stage 01 - The Sketch
Original Screen Park sticky note sketch
The original napkin sketch. Coaster silhouette, location pin shape, Screen Park wordmark. Drawn during a coffee break while working through the Figma vector drawing lessons.
Stage 02 - Exploration
Iconography explorations and final lockup components
The full iconography page from the design system. Top rows show early concept directions, from the literal "map with pin" approach down to a cleaner pin-anchored coaster crest. The framed components at the bottom show the locked finals: standalone icon, text lockup, and full icon-with-wordmark lockup.
Stage 03 - Final Mark
Final Screen Park icon
Stripped to essentials. Coaster crest, simplified pin below, strong silhouette. Legible at 48px app icon size. Works in dark, light, and color variations. This is the one.
Screen Park full lockup on dark

Final lockup, dark mode variant

05

Four Design
Decisions.

Every major UX decision in Screen Park has a documented rationale. These aren't aesthetic choices - they're answers to real problems observed in competing apps.

01
Function-Coded Icons, Not Land-Coded
The Problem
Disney and Universal both color-code map icons by land - a blue dot in Hogsmeade means nothing until you read the legend. Under pressure, with kids in tow, nobody reads the legend.
The Solution
Screen Park codes by function. Blue is always restrooms. Green is always rides. Gold is always food. You learn the system once and it works across every park, every land, every day.
02
No Jargon, Ever
The Problem
LL, ADR, VQ, Genie+ - Disney's own app uses these acronyms without explanation. First-timers feel excluded before they've even entered the gate.
The Solution
Every feature uses plain language. "Skip Line Pass" not "Lightning Lane." Where an in-park term differs from the app term, a tooltip shows both - so guests are never confused at the actual attraction.
03
The Genie Survey vs. Official Planning
The Problem
Both official apps require understanding their respective planning systems before they'll output a useful schedule. That's homework before a vacation.
The Solution
Screen Park's 8-question Genie Survey collects thrill preference, budget, party ages, must-dos, and max wait tolerance - then outputs a plain-language, drag-reorderable day plan. Two minutes to a full day.
04
The Anti-Gatekeeping Data Model
The Problem
Theme park insider knowledge is hoarded by influencers. The Butterbeer hack, the best photo spots, the hidden menus - all locked behind follows, subscriptions, or knowing the right people.
The Solution
Untappd-style community submissions, editorially verified. Users submit tips, community votes, the app surfaces the best ones. A first-timer gets the same day as a 50-visit regular. Everything is free.
06

App
Structure.

Five tabs. Each one a distinct, complete experience. The architecture is designed so guests can navigate entirely by context - where they are, what they need, when they need it.

Today tab icon
Today
Genie Planner. Day schedule, drag to reorder, budget tracker, closing hour ritual.
Park tab icon
Park
Live map, live wait times with alerts, nearest restroom, food, or photo via geolocation.
Discover tab icon
Discover
Land Intel. Food Hacks, Photo Spots, Merch Finder, Secrets, all community-sourced.
Alerts tab icon
Alerts
Custom wait time alerts. Animated toggles. Live push notification when a ride drops.
Me tab icon
Me
Party settings, preferences, budget, Switch Park, fixed above the nav for accessibility.
07

Dual Brand
Variant.

Screen Park is designed as a multi-resort platform. The Universal Orlando and Walt Disney World variants share identical information architecture, navigation logic, and interaction patterns. Only the color language and content adapt.

This symmetry is the point. Once a guest learns a feature in one park, they own it everywhere. That shared muscle memory matters most when it counts, heads down in thick crowds, kids tugging on a sleeve, two minutes to decide the next move. Confident navigation translates directly into faster decisions, fewer missed reservations, and more time actually in the experience.

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 prototype.
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 demonstrating the variant approach.
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

11 Days Learning.
4 Days Building.

Started the Figma course April 9. Cert in hand April 14. True prototype build started April 17. Four days later this existed. The eleven days matter because they show the ramp -- the four days matter because they show what happens when the ramp is done.

April 9 - April 14
Figma Course. Cert in 5 days.
Started the Daniel Walter Scott Figma UI/UX Design Essentials course on Udemy. Used the course as the runway for something real instead of just following along, building a rough pre-alpha of Screen Park lesson by lesson so every technique had a live creative context to land in. No time wasted. Every lesson applied the same day to a case study I wanted to exist. Completion certificate issued April 14. Credential ID: UC-5bbacdd2-adf1-4e2a-b7fd-bc98f68a4a9c.
Days 1–2
Design System Built First.
Color palette, typography scale, icon language system locked before any screens touched. Componentized the bottom nav with 5 active state variants. Built the header component with 4 background color variants and toggleable elements.
Days 3–5
Onboarding + Core Screens.
6-screen onboarding flow. All 5 tab screens. Budget Breakdown, Edit Mode, Park subviews. Standardized all headers to 100h with consistent formatting across the file.
Days 6–8
Submenus, Variants, Disney Build.
Food Hacks, Photo Spots, Merch Finder, Secrets submenus across both parks. Disney variant built - 21 screens mirroring the Universal flow in the Magic Kingdom color language. Custom logo designed. Icon set finalized and componentized.
Days 9–11
Prototype. Animation. Polish.
Full prototype wiring - 41 screens, parallel Universal and Disney flows. Animated alert toggles, share plan flag animation, interactive Genie Survey states with mutual exclusivity, horizontal scroll on filter bars, party size stepper with dot variants. Parks trip mid-build to test the real UX against the design. Came back and applied what was missing.
10

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
11

What I
Learned.

This project taught me more about design systems than any tutorial could. The constraint of building a second variant (Disney) after completing the first (Universal) forced every decision I made in the design system to be defensible. If a component couldn't adapt to a different color language while keeping the same structure, it wasn't actually a system - it was a one-off.

I went to Universal's parks mid-build specifically to stress-test the UX assumptions in the app against real guest behavior. Watching how actual families navigate the parks - the moments of confusion, the missed turns, the time spent looking at phones instead of the experience - confirmed every design decision I'd made and surfaced a few I hadn't thought of.

The anti-gatekeeping model is the one I'm most proud of. Theme park expertise shouldn't be a class system. The Butterbeer foam hack, the best photo spot at golden hour, the single rider line on Hagrid's that nobody advertises, the child swap program that lets parents with young kids take turns on thrill rides without re-queueing, these are the things that make the difference between a stressful day and a great one. Screen Park exists to equalize that.

For seven years at SOPO I designed in Adobe XD, the tool the company paid for and standardized on. When our developers recommended moving to Figma, I advocated for the switch. Leadership chose to stay on XD, so I kept shipping on XD, biweekly updates across five platforms for 25+ full redesigns. The work speaks for itself.

The industry, understandably, has moved on. Figma is the current standard, and matching the standard is table stakes. So I closed the gap. Eleven days to get fluent, four days to build something that shows what I can do with it. Screen Park isn't my proof that I can design, my portfolio already does that. It's my proof that when the tooling shifts, I shift with it fast, and I raise the bar on myself in the process.

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