

A small idea using Figma AI, Supabase, and a product-first mindset.
“Who Really Wins at Catan?”
1. Context & Role
Project: Web-based Settlers of Catan scoreboard
Timeline: 3 weeks
Team: Just me
My role: Product design, UI, prototyping, data modeling, and implementation using Figma AI and Supabase
This project started as a small, personal frustration. My friends and I regularly play Settlers of Catan, and after a few game nights we always ended up debating the same thing:
“Who actually wins the most?”
Everyone had a different memory of past games, and it was all very subjective. I decided to turn that recurring argument into a small product.
Artwork credit: Matt Mocarski

2. The Problem
We had no shared record of our games.
Every session ended with:
The real issue wasn’t competition, it was that memories are
unreliable, and over time the fun trash-talk
became mildly annoying.
I wanted a simple way to:

3. Why I Built This
We had no shared record of our games.
Every session ended with:
The real issue wasn’t competition — it was that memories are unreliable, and over time the fun trash-talk became mildly annoying.
I wanted a simple way to:

4. Research & Inputs
We had no shared record of our games.
Every session ended with:
The real issue wasn’t competition — it was that memories are unreliable, and over time the fun trash-talk became mildly annoying.
I wanted a simple way to:
5. Problem Definition & Goals
Problem Statement
How might we create a simple, shared way to track Catan games so that wins, losses, and bragging rights are based on data instead of memory?
Design Goals
Success Indicators

6. Solution
I built a small website where anyone in the group could:
Behind the scenes:
The focus was not perfection — it was getting something usable into our hands.
7. Key Design Decisions
What I intentionally kept simple
Just:
Why
Every extra feature would reduce the chance someone would actually use it on game night.
This was a scoreboard, not a social network.


8. Final Experience
The site had five core screens (in accordance with the five core resources of the game):
Everything was designed for quick glances and fast input on a phone.
9. Using Figma Make and Supabase
This project was also an experiment in vibe coding and AI-assisted building.
I used:
As a product designer, this helped me:


10. Outcomes
After a few weeks of using it:
Instead, people started saying things like:
Which was exactly the kind of fun I was aiming for.





11. Reflection
This project reminded me that good product ideas often come from small, real frustrations.
I didn’t set out to build a business.
I set out to stop an annoying argument and see what would happen if I followed that curiosity all the way to a working product.
I learned that:
If I continued this, I’d explore:
But even in its simple form, the scoreboard already did its job:
it turned an ongoing debate into a shared, fun piece of data.


A small idea using Figma AI, Supabase, and a product-first mindset.
“Who Really Wins at Catan?”
1. Context & Role
Project: Web-based Settlers of Catan scoreboard
Timeline: 3 weeks
Team: Just me
My role: Product design, UI, prototyping, data modeling, and implementation using Figma AI and Supabase
This project started as a small, personal frustration. My friends and I regularly play Settlers of Catan, and after a few game nights we always ended up debating the same thing:
“Who actually wins the most?”
Everyone had a different memory of past games, and it was all very subjective. I decided to turn that recurring argument into a small product.
Artwork credit: Matt Mocarski

2. The Problem
We had no shared record of our games.
Every session ended with:
The real issue wasn’t competition, it was that memories are
unreliable, and over time the fun trash-talk
became mildly annoying.
I wanted a simple way to:

3. Why I Built This
This wasn’t about building a startup. It was about:
Signals
After about 10 game nights:
That was enough validation.

4. Research & Inputs
Because this was a personal project, research was informal but still intentional.
What I looked at
Key Insights
Insight 1
People didn’t want complexity. They just wanted to know who won.
Insight 2
Anything that took more than a few seconds to log wouldn’t be used.
Insight 3
The fun came from seeing patterns over time, not individual games.
This meant the product needed to be extremely lightweight and focused on a few core stats.
5. Problem Definition & Goals
Problem Statement
How might we create a simple, shared way to track Catan games so that wins, losses, and bragging rights are based on data instead of memory?
Design Goals
Success Indicators

6. Solution
I built a small website where anyone in the group could:
Behind the scenes:
The focus was not perfection — it was getting something usable into our hands.
7. Key Design Decisions
What I intentionally kept simple
Just:
Why
Every extra feature would reduce the chance someone would actually use it on game night.
This was a scoreboard, not a social network.


8. Final Experience
The site had five core screens (in accordance with the five core resources of the game):
Everything was designed for quick glances and fast input on a phone.
9. Using Figma Make and Supabase
This project was also an experiment in vibe coding and AI-assisted building.
I used:
As a product designer, this helped me:


10. Outcomes
After a few weeks of using it:
Instead, people started saying things like:
Which was exactly the kind of fun I was aiming for.





11. Reflection
This project reminded me that good product ideas often come from small, real frustrations.
I didn’t set out to build a business.
I set out to stop an annoying argument and see what would happen if I followed that curiosity all the way to a working product.
I learned that:
If I continued this, I’d explore:
But even in its simple form, the scoreboard already did its job:
it turned an ongoing debate into a shared, fun piece of data.