VMock - UX Assignment Breakdown
Designing and shipping a real-time cricket scoring app in under 24 hours.
VMock gave me 48–72 hours to design, build, and deploy a scorer app for gully cricket. I had a working version live in under 24 hours.
The brief was pretty straightforward: build a real product, not just a Figma prototype. No login, no backend, and it had to work well on a phone while someone was actually playing.
I wanted the design and the build to stay closely connected, so I only designed things I could actually ship. That meant building the screens around the real interactions from the start rather than creating a polished concept and figuring out the implementation later.
The scoring flow was designed around the reality of a match. You're standing around with friends, moving between overs, and probably not holding your phone perfectly. So instead of relying on single taps, I used a type-and-confirm interaction to reduce accidental scores. Wide balls and no-balls automatically add an extra delivery, boundaries get a stronger visual treatment, and the innings break takes over the screen before handing the match over to the next team.
I also built the scoring cards as one reusable component with different states for runs, dot balls, boundaries, and wickets. That kept the experience consistent without having to build each state separately.
For the build, I used ChatGPT alongside an open-source coding agent running DeepSeek. Most of the iteration was pretty simple: take a screenshot, describe exactly what felt wrong, give the model the right context, and fix it. Being specific with the prompts made a surprisingly big difference.
The result was a fully playable mobile app, shipped in less than 24 hours against a 48–72 hour window. There’s still a small desktop-only scroll bug at certain zoom levels, but I chose to spend the remaining time polishing the experience people would actually use.
The assignment was meant to test how I design. I treated it as a chance to show how I ship.