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Andreas Bengtsson

Party Play

Social product design and ownership

I was product owner and designer for Party Play. The work covered invitations, parties, and voice chat, with the goal of getting people playing together with friends.

Increase in friend connections
63%
Of daily actives had a friend, up from 20%
29%
Had three friends, up from 3%
Role
Product owner & designer
Timeframe
2025
Status
Shipped 2025
video slot · 21/9

Party join flow in the HypeHype app, showing players joining a party in a user-created game

Joining an open party in a user-created world

Context

HypeHype is a social gaming and game making app where the content is created by players. The app worked, but it was largely a solo experience — and solo experiences are hard to retain.

I took the project on as both product owner and designer, which meant owning the vision and the alignment as much as the screens.

The problem

Using the app myself, I found many pain points in the friend-adding flow. Incorrectly labelled buttons, unclear feedback and cluttered UI were commonplace, adding unnecessary friction to features that otherwise worked.

The user-generated content also lacked social experiences. There were very few good multiplayer games on the platform, so even players who did connect had little reason to play together.

The goal ultimately became to improve retention by shifting the focus of the app towards social gaming with friends — pushing the limits of social play on the platform and getting people playing together as frictionlessly as possible.

Initiatives

I broke the project into four initiatives that acted as our northern stars throughout.

  1. 01

    Initial connections

    Create the first friend connections between players on the platform.

  2. 02

    Add friend experience

    Reduce friction and make it easier to add friends.

  3. 03

    Parties with friends

    Support players who already have friends on the platform, making it easier and more fun to play together.

  4. 04

    Party focused games

    Support the previous three by encouraging the creation of games that are fun to play with friends.

Research

Self-directed audit
Used the app as a player to map the friend-adding flow and its pain points.
Journey mapping
Identified the touchpoints where it would be most relevant to find, add and maintain friends.
Team workshops
Workshopped features, changes and technical limitations with the team to build a shared plan.
Player feedback cycles
Shared designs early and involved real players where possible, releasing new versions constantly.

Solution

To create those first connections, we landed on open parties: players are matchmade into parties with other relevant players, such as people from the same country or someone they had played with before. It gives a solo player a group to join rather than a list of strangers to befriend.

For the second initiative I took on the holistic friend-adding experience, mapping the pain points and then placing the right affordance at each point in the journey where finding, adding or keeping a friend actually mattered.

With developers eager to start, I created initial wireframes and concepts quickly, then iterated on them over the first few weeks while development ran in parallel. From there I moved the core screens into high-fidelity mockups, staying a step ahead of implementation so I never became the blocker.

image slot · 16/9

Open party concept — matchmaking players into a party with relevant players

Open parties — the concept that created first connections
image slot · 16/9

Friend adding touchpoints mapped across the app user journey

Friend-adding touchpoints across the journey

Building it

Open parties were genuinely novel, so there were few best practices or guidelines to follow. That meant several rounds of iteration and player feedback before the feature both made sense to players and did what we intended it to do.

Results

ResultMetricHow measured
Friend connectionsIn-app analytics after the UI improvements shipped
Players with friends, before and afterPercent of daily active users Before After
Had at least one friend20% → 63%
Had two friends6% → 40%
Had three friends3% → 29%

These numbers show strong initial success for the first two initiatives, which were designed to create exactly these outcomes.

Due to external circumstances the project was only live in the app for a short while, so no long-term retention effects could be tracked.

Reflection

Even though some designs never saw the light of day, I was happy with how the project turned out and with my role in it.

The harder challenge was getting creators to follow the shift in focus. We faced a chicken-and-egg problem: we needed social games in order to test the social features, but creators weren't making them yet. We needed to lead by example with a variety of fun social games built in house, and that was lacking.

If I did it again I would have advocated for a stronger internal content roadmap much earlier. The UI improvements successfully reduced friction, but long-term retention relied on the content being fun. It reinforced my belief that UX does not stop at the interface — it extends into content strategy and the health of the community ecosystem.