eSports Stat App

Customer

Like the broadcast sports business, the fast-growing eSports business has announcers who provide color and play-by-play detail of matches in real time.
Team managers and even players spend time reviewing past matches and understanding their opponent's strengths and weaknesses.
​Underlying this is the business of detailed data collection and delivery.

I was brought on to a stealth team to provide an expert analysis of the market strategy and product design

The creators of this platform were gamers and they loved eSports with a passion. One of them had some knowledge of broadcast sports and came up with the idea of human+bot match observation to produce a proprietary data set that even the owners of the games, like Activision and Value, would have difficulty reproducing.
I provided a market analysis, focused on trends in match broadcast and announcing but also growth indicators in the lower competitive tiers where a high volume of customers might drive revenue through microtransactions of on-demand match analytics.

KPI's:
Do at least 80% of beta users find a stat category they drill-down into, indicating engagement?


Do at least 50% of that group click the subscribe button?

I created a wireframe from the base product, which had been developed by the founding engineer without guidance. I annotated each feature in terms of its role in the UX and applied a general ranking of importance and steps to complete.

To validate my observations, I asked a dozen former colleagues from the games industry, who would understand the purpose and terminology, to react and comment on what they saw.

This is reflected in a UI-Heatmap, indicating, the the example here, areas of greatest positive response.

I then worked with a UI designer to reduce the steps users had to make to find the stats that interested them most. We also came up with a plan to allow users to create their own dashboard of prefered stats and reports, so in subsequent visits, the effort was cut down by at least 75% in most cases.