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.
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.
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.