Case Study · Senior Capstone, Spring 2022

MultiVs - a one stop source for fragmented gaming knowledge.

MultiVs is a centralized resource platform for competitive and casual gamers, providing character data, game mechanics, and community guides in one place built with a four-person team using the Goal-Directed Design framework. I led user research synthesis, designed the high-fidelity Game Library, Character pages, Community Guides, and Settings sections, and ran usability testing across two iteration cycles.

Role
UX Research Lead
UI Designer
Timeline
Spring 2022
4 months
Team
4 designers
Tools
Figma, Miro

Explore the MultiVs prototype here

Interactive Figma prototype - Spring 2022
Open prototype
library
Game Library - the entry point into MultiVs.
01 / Research

Establishing who we were designing for

Rather than relying on assumptions, we conducted user interviews with both competitive and casual players, a competitive audit of existing gaming wikis, a literature review on how players learn and retain game mechanics, and affinity mapping to synthesize findings. I led the audit and conducted several of the user interviews. The synthesis surfaced something counterintuitive:

Key Finding

Users reported being satisfied with existing resources, but follow-up questions revealed this satisfaction wasn't earned. They were tolerating poor tools because reliable alternatives didn't exist. Essentially, the bar wasn't "this works well," it was "this works at all."

library
Competitive audit comparing existing resources across operating system, features, visual design, and user reception.
02 / Modeling

Translating patterns

Two distinct user behaviors emerged from our research: players seeking quick reference to data they'd already learned (frame data, item builds, matchup info), and players seeking onboarding into systems they didn't yet understand. These became Hector and Arlie.

Hector emerged directly from interview patterns. KSU's Marietta campus - formerly Southern Polytechnic - has a significant engineering and CS student population that overlapped strongly with competitive gaming engagement. Local FGC participants, League players, and one internationally-competing player surfaced consistent themes: reliance on stat trackers, preference for quick-reference formats over long-form content, and frustration that in-game information was insufficient for serious learning.

Arlie was a more deliberate construction. Goal-Directed Design often pairs personas to surface tensions, and Hector alone would have over-indexed the design toward power users. Looking back, however, her construction relied more on reasonable assumption than direct interview synthesis. With more time, I'd have weighted research toward casual players to validate or revise her needs profile.

H
Hector
Primary · Mid-to-late 20s · Software engineer · Casual esports competitor

Behavior: Knows what he's looking for and needs to get there fast. Uses external resources because in-game information is insufficient.

Needs
  • Quick, easy access to information
  • Easy access to saved information
  • Intuitive search
  • Information that's easily understandable
  • The community aspect
Obstacles
  • Information isn't centralized
  • Information not well presented or documented
  • Most character info lives in unmoderated, gatekept Discords
Wants
  • Technical descriptions
  • Player analytics tracking
  • Minimalist layout, minimal distractions
  • Information separated by skill level
A
Arlie
Secondary · 20s · University student · Casual gamer

Behavior: Doesn't yet know what she doesn't know. Looking for an onramp into systems she hasn't learned.

Needs
  • Well organized information
  • Comprehensive info in video or info-graphics
  • Good onboarding process
  • Good navigation
Obstacles
  • Information is disorganized and not always trustworthy
  • Doesn't know which resources to use — doesn't know how much she doesn't know
Wants
  • Visually appealing interface
  • Comprehensive graphics paired with information
  • Background information
Note: The original persona document leaned on demographic framing such as gendered photos, urban/rural labels, relationship status - things that 2022-era persona conventions encouraged but that didn't earn its place analytically for this particular project. The redesigned cards above keep what's actually research-derived (age range, occupation, behavioral category, Needs / Obstacles / Wants synthesis) and drop what wasn't.
03 / Frameworks & Refinement

Early Designs

The initial wireframes were sketched out on paper to establish core architecture and user flows. Following preliminary reviews and in-person user feedback, we tightened flow logic, regrouped relevant screens. The information hierarchy and iconography established here carried forward into high-fidelity design.

A wireframe illustrating the MultiVs userflow.
Wireframe.
04 / High-Fidelity

Populating

The high-fidelity prototype was built in Figma. I designed the Game Library, Character pages, Community Guides, and Settings sections and populated them with realistic content to give testers an authentic feel rather than lorem ipsum scaffolding. Visual language emphasized dark mode for extended use, with iconography drawing from established gaming UI conventions.

Game Library hi-fi screen with a grid of came cover tilles. Includes a search bar, navigation rail, and user avatar.
Screen 01

Game Library

The entry point is a visual-forward grid layout addressing Arlie's need for browsable discovery, with favoriting and search supporting Hector's targeted access.

Hector · targeted access Arlie · browsable discovery
Character Page Example using Pikachu from Pokemon Unite. Includes base stat values, skill information, and roles.
Screen 02

Character Page

Character data laid out for scannability. Stats grid, role tags, and ability cards are organized so Hector can confirm matchup info in seconds, while ability descriptions remain accessible enough to support Arlie's onboarding.

Hector · scannable stats Arlie · readable abilities
A grid of six Pokemon Unite guide cards tagged Beginner or Advanced, with search bar and Controls/Glossary/Guides tabs.
Screen 03

Community Guides

Content is tagged by skill level (Beginner / Advanced) to directly addresses Arlie's need to identify what she didn't know without forcing Hector to wade through introductory material.

Arlie · learn what you don't know Hector · skip the basics
05 / Reflection

What worked & what didn't

Our final usability testing phase surfaced a positive response to the overall layout and information hierarchy, with consistent friction around iconography in the navigation rail. Testers responded well to the efficient layout and the project's premise as a centralized resource. With more iteration time, the next priority would have been an icon labeling system or hover-state treatment to reduce learning curve.

Goal-Directed Design's emphasis on personas and user flows kept the work grounded, and every design decision traced back to either Hector's need for depth or Arlie's need for accessibility. If I were to approach this again, I'd allocate more time for usability testing in the high-fidelity phase. The iconography confusion that surfaced late could have been caught earlier with more iteration cycles.

Explore the MultiVs prototype here →

Interactive Figma prototype · Spring 2022
Open prototype