The leaderboard requirement was not a single screen. It was a system that needed to support a lot complex alternative views, depending on what the user wanted to view in that moment.
Not only did a player need to be able to see how they were doing against other players in their booking, they also needed to be able to switch into a team view within that same booking as well as viewing their position against everyone playing in the venue. This not only needed to exist for the overall score but also on a game by game basis, with each individual game leaderboard also being available to players.
The goal was to ensure the user knew which leaderboard they were looking at and be able to navigate around it easily when needed. Not every option needed to be surfaced upfront. Some settings were intentionally hidden behind filters, so the default view stayed clean and deeper controls only appeared when someone actively needed them. This kept the interface simple while still supporting the full range of leaderboard views.
Touch screen leaderboards in-venue needed to be slightly different. These needed to be glanceable and frictionless, so were simplified to focus on the most relevant comparison in that context, players against other players in their booking. That meant less navigation, less decision making, and more immediate clarity, allowing people to quickly check scores between games, and not blocking other groups from checking their scores using the same leaderboards.