Problem
Buying a board game without knowing which one to pick
General stores mix games with toys and don’t filter by what matters when you play: how many players, how long it lasts, what age it’s for and how hard it is.


Site screens · Swipe to explore
Problem
General stores mix games with toys and don’t filter by what matters when you play: how many players, how long it lasts, what age it’s for and how hard it is.
Solution
Board-game-specific filters, a five-question quiz, product pages that explain how to play, and guest checkout with local payment methods (PSE, Nequi or Efecty).
Outcome
A moderated test with the high-fidelity prototype. Nobody needed help, and what they asked to improve led me to develop the quiz further.
01 · Research
I started from secondary sources (market reports, player surveys and e-commerce usability studies), an analysis of three reference sites, and informal conversations with players and shoppers.
71%
of hobbyists discover games through recommendations, not advertising.
PrintNinja · 545 players · 2018
42%
of large online stores have no category-specific filters.
Baymard Institute
70%
of carts are abandoned; 4 in 10 abandonments are due to extra costs.
Baymard Institute
63.9%
of online payments in Colombia are made with PSE.
CCCE · Q2 2025
You can’t filter by players, duration, age or complexity, so you can’t tell whether a game works for your group.
The product page doesn’t explain how to play or show useful reviews, so people go looking elsewhere.
Shipping shows up at the very end, on top of an import price that’s already high.
It forces you to create an account and doesn’t offer PSE, Nequi or cash.
The player surveys come from the U.S. and Europe; the informal conversations, without a structured script, helped me check them against the Colombian context.
02 · Personas
Built from the secondary sources and the informal conversations.
The hobbyist · 31 · Bogotá
“Before buying, I watch a video review and check how long a game takes. If the store doesn’t tell me, I leave.”
Goal
Find new releases and expansions by mechanic and complexity, know whether they come in Spanish, and pre-order.
Frustration
Product pages without duration, language or complexity; not knowing if it’s in stock.
Gift buyer · 27 · Medellín
“I want to get something for my brother, who plays a lot, but I don’t know which ones he has or which one is good.”
Goal
Quickly pick a safe bet for 4 to 6 people, know when it arrives, and pay without creating an account.
Frustration
Too many options with no guidance, jargon she doesn’t understand, and shipping that appears at the end.
Mom of two · 41 · Cali
“I’m looking for something my 8- and 11-year-olds can understand in ten minutes, that we can all play.”
Goal
Filter by age and short duration, see that the game is easy to learn, and get it before a certain date.
Frustration
Worries about buying something that ends up on the shelf, and doesn’t trust stores she doesn’t know.
03 · References
None of them combine discovery designed for board games with local payment. That’s where Boardos fits.
General marketplace
Search with a category selector, a clear buy box, “frequently bought together” and reviews.
Mixes games with toys and doesn’t filter by players or duration.
Search with autocomplete, the buy box and cross-selling.
Video game discovery
Tags by mechanic, recommendations and discovery quizzes.
Doesn’t sell physical games.
The tags and the “Find your game” quiz.
Online store in Colombia
Catalog by category, pre-orders, prices in pesos and local payment.
A product page designed for books, with no game attributes.
Category navigation, pre-orders and local payment.
04 · Information architecture
The sitemap separates catalog, search, discovery, purchase, account and help. The dark boxes are the ten screens that got a wireframe.
05 · From low to high fidelity
First, ten wireframes at 1440 px and a low-fidelity prototype of the purchase flow. Then the design system and the same ten screens at 2560 px.
Low fidelity · Home
Structure and hierarchy in gray, with the header, footer and product card as components.
High fidelity · Home
The same structure with the brand, illustrated covers and interactive states.
Oct 1
Sitemap and ten grayscale wireframes.
Oct 2
The full purchase flow, with autocomplete and an add-to-cart notice.
Oct 2 – 5
Color tokens with AA contrast, two typefaces and components.
Oct 5
Ten screens at 2560 px and about 600 interactive elements.
After
Five usability sessions and a more complete quiz based on what participants asked for.
06 · Decisions
Decision 01
Five questions about the group, ages, time, style and budget lead to a list sorted by match. You don’t need to understand categories or mechanics. After testing, I built it out fully, with your answers always in view.
Discovery

Decision 02
Players, duration, age, complexity, mechanic, publisher and language. The same data appears on every product card, so you can compare without opening the product page.
Discovery

Decision 03
Players, duration, age and complexity sit at the top. Further down: how to play, what’s in the box, and reviews rated by aspect.
Confidence to decide

Decision 04
Shipping and the total are visible from the cart. You can check out as a guest and pay with PSE, Nequi or Efecty, under a simplified checkout header.
Total cost and checkout

07 · Visual identity
The die replaces the “o” in the name, and the tilted plate recalls a stacked board. The system is called Warm Tabletop Modern.
Exploration
Eight directions for the logo: six come from hand sketches and two are new proposals.
Final logo
The plate with the die, in three color combinations for different backgrounds.
Typography
Design system
Base colors are never used directly on screens: each one goes through a token named after its role (background, text, action, state). Every piece of UI text uses one of the 14 styles.
Covers
Ten made-up games with their own covers, built as components to fill the catalog without using real brands.
Components
Buttons, chips and badges, documented with their variants. White text only goes on terracotta or darker; orange gets dark text to meet AA contrast.
08 · Usability testing
Moderated 15-minute sessions with the high-fidelity prototype, thinking aloud. Five people aged 19 to 64 took part, three men and two women.
Success rate
25/25
tasks completed without help: all five tasks, by all five participants.
Ease of use
94/100
on an SUS-style usability questionnaire, in its eight-question version.
Recommendation
9/10
average likelihood of recommending Boardos to a friend. All five answered 8 or higher.
Confidence
8.8/10
average confidence in choosing a good gift with the quiz.
The tasks
Use “Find your game” to choose a gift for someone who has never played.
5 of 5Find Reinos de Ámbar and open its page.
5 of 5Say how many players it’s for, how long it lasts, whether it works for a 10-year-old, and how hard it is.
5 of 5Add it to the cart and say the total, how many items are in it, and how much shipping costs.
5 of 5Complete the purchase and say the order number and delivery date.
5 of 5One participant took a while on task 4 looking for how to scroll. I discarded it as a finding: the Figma preview doesn’t show the scrollbar a browser does.
What they liked
What they asked for
“It would be nice to see which option is selected in the quiz.”
“I’d like the quiz to go deeper.”
Iteration after testing
Both requests pointed to the same place, so I built out the full quiz.
Step 1 · Players
Step 3 · Time
Step 5 · Budget
Players, ages, time, play style and budget, each with its own screen and options.
The “Your answers” panel and the step bar show what’s been chosen and what’s left.
The list goes from 128 games to 37 and then to 12 as you answer, sorted by match.
The first step asks whether it’s a gift, and the ages step asks whether the person has played before.
09 · Wrap-up
What I learned
Filtering by players and duration is worth more than a large catalog.
And designing for Colombia changes the checkout: PSE and guest checkout aren’t extras, they’re the main path.
Next steps
Next case study
TuHuella