PALBETTO – Tabletop Gaming Scheduling and Organization App Case Study

  • Role: UI/UX Designer

  • Tools: Figma, IBM Carbon Design System

  • Objective: Architect a mobile application that allows Dungeon Masters to seamlessly coordinate game sessions with adult players.

  • Impact: Mapped the core scheduling logic and crafted strategic UX microcopy—including progressive friction notifications—to actively force the party to the table.

Coordinating the schedules of five to seven adults for a tabletop RPG campaign is a logistical nightmare. PALBETTO is my UX answer to that very real frustration. Moving from foundational user flow charts into robust Figma prototyping, I utilized the IBM Carbon design system to architect a multi-role mobile application for Game Masters and players alike. Beyond mapping the core scheduling logic, I drafted UX microcopy—including push notifications that scale in urgency—to actively combat user friction and force the party to the table.

Overview

PALBETTO is an app that would function specifically to allow a Game Master/Dungeon Master (herein referred to as a “DM”) of Tabletop Roleplaying games to better connect with and coordinate session times with players in campaigns that they’re currently hosting. The app enables DMs to proactively set their availability and coordinate it with their existing party of players to ensure that sessions can be held at regular intervals.

Problem Statement

Tabletop role-playing games – such as Dungeons & Dragons, Call of Cthulhu, and others (if I list all of them, I’ll be here all day) – are very popular with a select swath of adult tabletop gamers (although the age range for these games are not exclusive to this demographic). These games rely on the imagination of the DM and players, in a combined endeavor to create their own story using a party of characters. Parties typically consist of a DM and 4 to 6 players, and game sessions can run anywhere from 2 to 5 hours depending on the party.

Therein lies the issue, as coordinating the schedules of 5 to 7 adults to hold sessions on a regular basis for what is often a considerable chunk of their free time is no easy task. As individuals our life situations fluctuate often unpredictably at times, and this is makes scheduling a session for a tabletop campaign with a group of adult players difficult, albeit not impossible. Persistent coordination and communication are necessary to work around this issue, but these are often things that most people are either unskilled at or lack the time and energy to do.

The goal of PALBETTO is to create a tool that will allow DMs and their parties to easily coordinate their availability and decide on set play times on a regular interval.

Users and Audience

Users will be in a wide age-range from 13 upwards, although the target age range will be tabletop gamers from age 18 and up. Tabletop gamers run a wide gamut in concern to age, gender identity, sexual orientation, and so forth – no single segment will be favored.

Scope & Constraints

his project is in very early stages and is currently being headed by a single designer. Developers and testers have not been brought on board yet. There is no timeline set for its completion.

Process & Actions Taken

Phase 1

After the initial idea came about, the Designer created a flow chart to create an outline of the app’s functionality, going into basic detail regarding how users would interact with it.

Phase 2

The Designer created a concept using Figma and the IBM Carbon design system, trying to realize the overall form of the application.

Phase 3

Examples of the type and frequency of push notifications would send users were generated.

The frequency of notifications will differ in the finalized application based on user testing. They will get more passive-aggressive the longer a user ignores them.

Next Steps & Technical Focus

Current progress centers on establishing the core scheduling logic and designing the UI within the IBM Carbon design system. Next steps include interactive prototyping and conducting user testing with active Dungeon Masters to refine the push notification frequency and minimize scheduling friction.

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