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Playable Case Studies · 2026

Product Lab

Three mobile-first simulations that turn experiment calls, stakeholder tradeoffs, and AI exception handling into playable product decisions.

Visit Product Lab
Three floating Product Lab game worlds connected around a glowing laboratory flask
RoleProduct Manager & Builder
Year2026
CategoryPlayable Case Studies
CapabilitiesProduct strategy, Game systems, Experiment design, AI operations, Interaction design, Quality engineering

Product judgment is easier to discuss than to demonstrate

Most product portfolios show the decision after the uncertainty has been removed. The roadmap is tidy. The result is known. The reasoning is compressed into a few polished slides.

I built Product Lab to expose the harder moment: the evidence is incomplete, the pressure is real, and someone still has to make the call.

Product Lab is a collection of mobile-first games that turn product management scenarios into short, playable field tests. Instead of only reading about how I think, visitors can make the decisions themselves, see the consequences, and compare their judgment with the evidence.

Three field tests, three kinds of pressure

Significant

Significant is an experiment review game. Players inspect hypotheses, sample sizes, confidence intervals, and traffic quality before choosing to ship, kill, or keep an experiment running. The challenge is recognizing when a promising chart is backed by evidence and when it is hiding a statistical trap.

Ship It

Ship It is a prioritization game built around a difficult quarter. Every decision affects customer value, business outcomes, team health, and technical stability. Stakeholders make persuasive requests, but some choices cross firm boundaries around privacy, consent, accessibility, security, or truthful marketing.

Exception Room

Exception Room puts the player between an AI recommendation and an accountable operational decision. Across a queue of synthetic cases, the player must review evidence, respect authority limits, manage capacity, and decide whether to approve, correct, or escalate.

Each game focuses on a different part of product leadership, but they share one principle: a good decision should still be explainable after the pressure has passed.

Designing for judgment, not trivia

I did not want Product Lab to reward memorized terminology. The games needed to make the player inspect evidence, notice tradeoffs, and understand why a reasonable-looking answer could still be unsafe.

That shaped the interaction model. Decisions are tied to visible evidence. Feedback explains the consequence. Game states are reproducible enough to test, while the scenarios still feel alive. Progress, preferences, and rewards stay in the browser, so the experience does not require an account or a backend.

The visual system follows the same idea. Product Lab feels playful and inviting, but the decisions remain legible. It is designed around a full-bleed mobile canvas. Each game gets its own world while sharing navigation, settings, progress, and portfolio routes.

Building the product behind the games

Product Lab is built with Next.js, TypeScript, Tailwind CSS, and browser-local state.

Significant uses statistical simulation and two-proportion z-tests. Ship It uses authored consequence arcs and explicit integrity boundaries. Exception Room uses a deterministic case engine so evidence, capacity, and outcomes can be reproduced and tested.

AI-assisted development helped accelerate the build, but generated output was treated as a draft. I reviewed every screen, transition, feedback state, persistence rule, and supported viewport. The full interaction audit produced 61 findings across the hub and three games. Those findings became a remediation plan, 268 unit tests, and 103 Chromium browser checks.

The goal was not simply to make the games work. It was to make the reasoning inspectable and the experience dependable.

What I learned

Interactivity changes the relationship between a portfolio and its visitor. A written case study asks someone to trust the author's framing. A playable system lets them test the framing for themselves.

The most useful moment in Product Lab is not the win screen. It is the moment after a choice, when the player sees why the decision felt reasonable, what evidence was missing, and what the consequence would have been.

That is the kind of product work I wanted the project to reveal.

What I would measure next

The next stage is real usage learning. I would track how quickly a visitor reaches a first decision, where players leave a game, which explanations lead to a replay, how often someone moves from one field test to another, and whether the experience leads them back to the wider portfolio.

Those signals would show whether Product Lab is doing its real job: making product judgment easier to see, understand, and discuss.