This is a self-initiated concept project. It is not affiliated with or endorsed by World of Sports. Pricing, hours, and some imagery are illustrative placeholders.

UX/UI Redesign · 2026 · Self-Initiated

World of Sports

A self-initiated concept redesign of World of Sports — a family-owned entertainment center in South Boston, Virginia with eleven attractions under one roof. The project spans the full UX process from competitive research and information architecture through a token-based design system and a responsive website across five desktop and five mobile pages.

Role
Solo UX/UI Designer
Timeline
3–4 Weeks
Tools
Figma · Phosphor Icons · Pexels · Unsplash
Scope
Research → High Fidelity · Desktop + Mobile
Prototype
View Prototype →

Eleven attractions. Zero hierarchy. A venue that undersells itself.

World of Sports is a genuine local institution — family-owned since 1980, packing eleven different attractions into a single South Boston location. But its website badly undersells it.

The existing site runs on a dated WordPress/Elementor build that buries the venue's biggest strength — its variety — under flat navigation and walls of text. For a business whose whole appeal is "there's something here for everyone," the site makes it hard to find any one thing.

Before — worldofsportsfun.com

Existing World of Sports website
  • Variety is buried — eleven attractions hidden behind flat navigation and walls of text
  • Practical info scattered or missing — prices, height requirements, durations not surfaced clearly
  • No information hierarchy — IA organized around an operational list rather than guest intent
  • Fragmented, unbranded booking — jumps to third-party system with no brand continuity
  • Confusing hours — entertainment center and JB's Axe & Tap hours not distinguished
  • Dated, templated presentation — makes a fun, local venue look generic

Competitive Landscape

Studied regional family entertainment centers and national chains to understand the category and identify positioning opportunities.

  • Ryan Family Amusements — regional, strong local trust
  • Spare Time — mid-tier, decent digital presence
  • Dave & Buster's — national, energetic, loyalty-forward
  • Main Event — national, polished, activity-card model

Key insight: National chains lean on a "bright interior" aesthetic with prominent loyalty integration. The category is saturated with duotone photo treatments — which I deliberately avoided.

Positioning Thesis

World of Sports occupies a defensible middle ground that national chains can't replicate.

  • All-ages, everything-under-one-roof venue
  • Genuine local warmth and family-owned character
  • Family-owned since 1980 — real community roots
  • Goal: lift the polish (dated-local to national-slick) without losing the authenticity

The redesign's job was to make World of Sports look as good as the chains — while keeping what the chains can't replicate.

Operational Constraints

Two fixed third-party systems were designed around rather than replaced — a feasibility-aware decision throughout.

  • CenterEdge — booking, waivers, showtimes
  • pfestore — arcade cards
  • Both treated as fixed handoff points
  • Focus on everything the brand actually controls
  • Mapping handoffs became the backbone of the user flows

Designing around constraints, not pretending they don't exist, keeps the redesign grounded in what the venue could realistically ship.

The original site organized around an operational model — a flat list of attractions with no hierarchy. I restructured it around guest intent. Everything a guest can do maps to one of four questions.

Play
Go-karts, laser tag, axe throwing, bumper cars, arcade, sim bays
Bowl
Leagues, standings, youth programs, pro shop
Party
Birthdays, groups, events, corporate
Eat & Watch
JB's Axe & Tap bar, cinemas, menus
World of Sports information architecture sitemap
  • Axe throwing stays under Play

    Despite being a lane-rental attraction operationally similar to bowling, guests think of axe throwing as an activity — so it's grouped by intent, not operational model.

  • Bowl earns its own top-level section

    As a recurring-community destination (leagues, standings, youth programs, pro shop), bowling is structurally different from a one-off activity and warrants its own nav section.

  • A utility bar that earned its way out

    An initial persistent utility bar (booking, wait times, showtimes, account) proved redundant through the process — its functions redistributed to where guests actually look. A simpler, less cluttered structure emerged.

  • Plan as a fifth neutral section

    Practical reference information — hours, pricing, FAQs, directions — lives in a dedicated Plan section, separate from the intent-based navigation.

  • Four user flows documented

    Booking a lane, booking a birthday, checking a movie, and reloading an arcade card — each mapping how guests move between the WoS-designed experience and the fixed third-party systems.

Working structure-before-skin, five desktop templates were built in grayscale before touching any visual design: Homepage, Attraction Detail, Group Landing, Party Hub, and Plan. The most-reused template — Attraction Detail — drove the key layout decisions.

World of Sports homepage wireframe
Attraction detail wireframe

The Two-Tier Color System

The most distinctive piece — a wayfinding model with two semantic layers pointing at the same primitive palette. The two tiers never compete in the same view.

Tier 1 — Group Level (Site Navigation)

  • Play
    Pink
  • Bowl
    Gold
  • Party
    Green
  • Eat & Watch
    Blue

Tier 2 — Attraction Level (Inside Play)

  • Go-Karts
    Pink
  • Laser Tag
    Purple
  • Bumper Cars
    Orange
  • Axe Throwing
    Red
  • Arcade
    Yellow
  • Sim Bays
    Teal

Navy reserved for chrome only — nav, footer, ticker widget. Never fills large content sections. This discipline keeps an energetic, colorful site from feeling chaotic.

Typography

Display — Bricolage Grotesque

World of Sports

Body — Nunito Sans

Eleven attractions under one roof — warm, readable, and approachable at every size.

Token Architecture

Three tiers: primitive → semantic → component. Every color in the design references a token — nothing is hand-typed. 117 color variables total.

Color variables
117
Components
8
Button variants
24
Desktop pages
5
Mobile pages
5
User flows
4

Components (all token-bound)

Button (24 variants) · Nav · Attraction card · Pricing card · Status pill · CTA band · Quick-facts strip · Venue-wide status ticker — each built with variants and swappable properties so one component flexes across every context.

World of Sports design system in Figma

Problem → Solution

Problems identified and solutions designed
Eleven attractions buried in flat navigation Intent-based IA and quick-facts-first attraction template put variety and practical details front and center
No information hierarchy Four-intent model (Play / Bowl / Party / Eat & Watch) restructures the site around what guests are trying to do
Fragmented, unbranded booking CenterEdge and pfestore mapped as fixed handoff points — designed around, not replaced
Confusing hours for two venues Plan page clearly distinguishes entertainment center hours from JB's Axe & Tap hours
Dated, templated presentation Real photography over duotone; navy frame keeps energetic color system ordered, not chaotic
No live operational info Right Now ticker surfaces wait times, lane availability, and showtimes via CenterEdge API

What Was Delivered

  • Five desktop + five mobile high fidelity pages
  • 117 color variables across three token tiers
  • Eight token-bound components with variants
  • Two-tier color wayfinding system — group level and attraction level
  • Four documented user flows mapping WoS and third-party handoffs
  • Interactive Figma prototype with auto-scrolling status ticker
  • Full sitemap and navigation model

Final Thought

World of Sports is a genuinely great local venue hiding behind a website that doesn't do it justice. Eleven attractions, family-owned since 1980, a bar, cinemas, and something for everyone — all of it was there. It just needed a design system, an intent-based structure, and someone willing to make it look as good as it actually is.
John Masulonis — UX/UI Designer