Home / The MADE

The World's Largest Video Game Library

In partnership with UofT Blueprint, a student-run product team that builds software for nonprofits, I served as a Product Designer for the Museum of Art and Digital Entertainment (MADE). I took ownership of an artifact lending platform that allows administrators to efficiently approve, monitor, and track inventory requests.  

Role

Product Designer

Timeframe

Fall 2025, 4 Months

Team

1 Designer, 3 PMs, 9 Engineers

Context

A playable archive of your favourite classic video games

The Museum of Art and Digital Entertainment (MADE) is a nonprofit museum dedicated to preserving video game history through a collection of 50,000+ games, consoles, and digital artifacts.

Unlike traditional museums, visitors can borrow, explore, and play its collection firsthand.

A few of the games visitors can borrow

The Problem

Items fall off the radar between checkout and return

Despite the scale of its collection, the MADE relies on a single Google Sheet to manage its inventory. Every movement is logged by hand, leaving room for missed updates and inconsistent records.

Tickets pile up as the spreadsheet falls behind

Insight 1

Manual tracking causes constant errors

Since every update is manual, information is often incomplete or out of date. This makes it harder to know which items are available and where they are.

Manual entry leaves blanks

Insight 2

Requests are difficult to prioritize at scale

With multiple requests at once, admins have no way to see what needs attention first. Admins end up spending excessive time sorting through submissions.

Urgent requests get buried

Opportunity Areas

Visualizing the inventory request lifecycle

The first step was to bring structure to an informal lending process by mapping it into four clear stages. Defining this established a shared view of each request's progress and clarified the transitions admins needed to manage.

How might we keep digital records in sync with real-world behaviour?

How might we keep digital records in sync with real-world behaviour?

Which factors influence the decision-making process?

Every approval starts with a quick judgment call. Breaking down this decision helped identify the essential checks the interface needed to support and made the approval process easier to follow.

A request is only approved if it passes both checks

Iteration

Admins don’t have time to open every request

Not every request requires a detailed review. For straightforward submissions, admins just need to confirm the items and approve. Surfacing those items on the dashboard removes the extra click for routine approvals.

Hover Tooltip

  • Previews items in a compact popup on hover

  • Disappears once the cursor moves away

  • Shows only name, location, and availability

Inline Dropdown

  • Expands inline to list every item in a table

  • Includes condition and status for closer review

  • Takes up more room on the dashboard

Someone else requested this item…now what?

When two requests have overlapping items, spotting a conflict is only half the job. Admins still have to compare the competing requests and decide who gets the item. I explored two ways to make that comparison efficient.

Side-by-Side Modal

  • Places both requests next to each other in a popup

  • Covers the request the admin was reviewing

  • Repeats details already shown on the page

Vertical Drawer

  • Slides in beside the current request

  • Lists only the conflicting request and its items

  • Keeps the original request in view while comparing

Final Solution

Evaluate requests before approving

Priority and availability badges, needed-by dates, and item counts let admins scan the queue at a glance. Expanding a request reveals each item's location and condition, so simple requests can be approved without leaving the dashboard.

Resolve conflicts without losing context

When an item is already requested elsewhere, the conflict is flagged directly within the submission. A tooltip links to the overlapping request, which opens in a side drawer for closer comparison.

When do buyers get stuck?

Impact & Takeaways

Key Takeaways

Understand Technical Constraints

Working with UofT Blueprint meant designing within boundaries of what a student team could realistically build.

Rather than limiting creativity, these technical constraints made tradeoffs more visible.

Prioritize Systems Thinking

Collaborating with another designer taught me how to contribute thoughtfully within a larger ecosystem.

Clear communication was essential to avoid inconsistencies in complex products.

Want to hear the full story?

Please reach out to me if you'd like to learn more! I typically share my complete research process and detailed design explorations in an interview setting or coffee chat.

Key Takeaways

Understand Technical Constraints

Working with UofT Blueprint meant designing within the boundaries of what a student dev team could realistically build. Rather than limiting creativity, these technical constraints made tradeoffs more visible.

Prioritize Systems Thinking

Collaborating with another designer taught me how to contribute thoughtfully within a larger ecosystem. Clear communication was essential to avoid inconsistencies in complex products.

© Efan Song, 2026