CMCC-Chance

UX/UI Design Internship · FYNNCORP Capital Group

A single platform for Thailand's capital market case competition

CMCC-Chance is a web-app platform that carries competitors from application and team forming, through case upload and task management, all the way to the award announcement.

CMCC-Chance mobile app on device
Role
UX/UI Design Intern
Duration
15 weeks
Platforms
Mobile · Desktop · Back Office
Team
Senior UX/UI Designer, PM
Deliverables
Design system, 3 UI sets

01 · Context

What is CMCC

Capital Market Case Competition (CMCC) is the first and only capital market case competition in Thailand. It gives interested youth an opportunity to unlock their potential and express their creativity, while contributing to the development of Thailand's capital market.

The competition runs each year across multiple rounds, from open application to a final pitch in front of industry judges. Everything around it, registrations, teams, case submissions, scoring, was handled outside a single system.

CMCC competition event
CMCC on stage, the offline experience the platform had to support.

02 · The brief

One journey, many disconnected steps

The project was assigned to me as an intern, supervised by a Senior UX/UI Designer and scheduled against a timeline set by the team's project manager.

FOR COMPETITORS

A route with no map

Applying, finding teammates, tracking what is due next and where to submit the case all live in different places. Students lose track of the stage they are in.

FOR ORGANISERS

No single source of truth

Applicant data, team composition, submissions and scores need to be read, compared and acted on in one place, including on desktop, during judging.

Design goal

Make the whole competition legible: at any moment, a competitor should know what stage they are in, what is expected of them, and what happens next, and an organiser should be able to see the same picture across every team.

03 · Process

15 weeks, three platforms

Mobile came first and absorbed most of the schedule; desktop and back office were derived from the same design system once the mobile patterns were validated.

1w
Research
8w
UI Design, Mobile
1w
Testing, Mobile
3w
UI Design, Desktop
2w
UI Design, Back Office
PHASE 1

Research

  • Branding study
  • Use case research
PHASE 2

Design

  • Create design system
  • Wireframing
  • Create design components
  • UI design
PHASE 3

Launch

  • UAT (User Acceptance Testing)
  • Feedback
  • Final test

04 · UX flowcharts

Mapping every state before drawing a screen

The flow was documented with a shared notation so engineering, PM and design read the same diagram: pages, sub-pages, windows, page contents, buttons and sub-actions, plus the text, inputs, cards and social entry points attached to each.

NOTATION
  • Page / Sub page / Window
  • Page contents
  • Button / Sub button (action)
  • Text / Text box
  • Input field / Card
  • Action / Social media
CMCC-Chance UX flowchart covering the full competitor journey
Full-journey flowchart: application, team forming, case upload, task management and awards.

05 · Design system

Components and design as the template for every screen

One system served all three platforms. Type and colour were fixed first, then components were built so mobile, desktop and back office could be produced in parallel without drifting.

Colour system

Rigel Blue#002FCF
Dark Blue#0F173A
Gray#D5D5D5
SilverGradient
Light#FFFFFF
Darkness#000000

Typography

DB Heavent, Regular / Medium / Bold. One family, three weights, scaled into a named type ramp per platform.

DisplayLgDisplay · Bold
HeadingLgHeading · Bold
TitleLgTitle · Medium
BodyLg, the workhorse sizeBody · Regular
Description & CaptionSupport · Regular

Documented in full

Every step of the ramp is specified with size, line-height and weight, per platform, so build had no ambiguity.

Typography specification sheet

Components

Buttons, inputs, OTP entry, team cards and task rows, each with default, filled, selected and disabled states.

Input field states
Input fields, empty, filled, active, error
OTP and time picker components
OTP and time selection
Team card component states
Team cards, selectable list rows
Task row component
Task rows, pending state
Task row completed state
Task rows, completed state

06 · UI design

Mobile

The mobile app is where competitors live. The home screen puts the four things they act on, My Team, CMCC Timeline, Tasks and CMCC Socials, one tap from launch, with talent acquisition below.

  • Login & sign up, including OTP verification and password reset
  • Home screen, menu and notifications
  • Team creation and joining an existing team
  • Case upload and task management
Landing page screen
Landing Page
Sign in screen
Sign in
Create account screen
Create account
Home screen
Home
Home screen with menu open
Menu
Notification screen
Notification
Overview of all mobile screens
The full mobile set, produced over eight weeks.

07 · UI design

Desktop

Desktop reuses the same components at a wider measure, for the moments that need room: reading a submitted case, filling long forms, and reviewing a team side by side.

  • Same type ramp and colour tokens, re-scaled for desktop
  • Two-column layouts for form plus context
  • Case reading view with the brief kept in sight
Desktop sign in
Sign in
Desktop registration
Registration
My Team desktop view
My Team
Create team desktop view
Create team
Create Account page on laptop
Create Account

08 · UI design

Back office

Two weeks to give organisers the view competitors never see: applicants, teams, submissions and scores in one dashboard, dense by intent.

  • Overview dashboard with counts per competition stage
  • Applicant and team management tables
  • Submission review and final round voting
Back office dashboard
Back office dashboard, stage counts and distribution across the applicant pool.
Back office management table
Team management
Back office team detail
Team detail

09 · Testing & feedback

UAT, feedback, final test

Mobile went into user acceptance testing at the end of week ten, before desktop and back office were started, so what testing surfaced could be fixed once, in the system, instead of three times in three UI sets.

01

UAT

Testers ran the full competitor journey against the mobile prototype.

02

Feedback

Issues logged with the supervising designer and PM, then resolved at component level.

03

Final test

Re-run after fixes, sign-off before handoff to the build team.

Tester counts and the issue log from UAT sit in the internal project record.

10 · What I took away

Lessons from the first real product

Build the system before the screens

Eight weeks of mobile screens went quickly because type, colour and components were settled first. Desktop and back office then cost three and two weeks instead of starting over.

Flowcharts are a shared language

A notated flow that PM and engineering could read removed most of the questions before they were asked, and made the scope of each screen obvious.

Test before you multiply

Running UAT on mobile before opening desktop meant fixes landed in one place. Testing after all three would have tripled the rework.

Design inside a real timeline

Working to a PM’s schedule with a senior reviewer changed how I prioritised: finish what unblocks the next person, document the rest.

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