Hello! I'm a designer living in Los Angeles. With 10+ years in UX, I design systems that clarify complexity, scale gracefully, and respect real human constraints across platforms and products.
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Bringing eSports to the Xbox platform began with the hero scenarios of (1) creating a tournament and (2) finding and joining a tournament. Starting with discovery, we looked at all the places users would encounter the Arena feature and how it could be celebrated to various user types.
The key performance indicators were to increase monthly active users and time spent in the Xbox ecosystem. Starting late in the calendar year, the goal was to have support for an E3 reveal. The longer term goals were to have a rich spectate experience. The feature would service both the Xbox console as well as the Xbox App for PC and mobile.
Breaking down the hero scenarios, ideation explored:
Registration and invites flow
pending invites, queuing, and accepting and requesting invites
Visualizations and layout for team pages
Brackets and content pre/during/post tournaments
Team creation + Looking For Group
Looking forward for Arena, exploration and ideation continued in conjunction with the LFG (Looking For Group) feature on the Xbox platform. Pairing LFG with team creation would allow for single players to connect with each other when social constructs did not otherwise exist (large social graph, first-time and casual tournament users.) Looking specifically at flows to support:
LGF creation
Vetting requests to join group
Finding a tournament LFG
Tournament LFG request was accepted
After the 2016 E3 launch in partnership with Killer Instinct, further work on the project was focused on partnerships. In that time I moved on to other product work within Xbox Design Research & Development.
Arena was beta tested in the Xbox console and Xbox App for PC ecosystems with tournaments for Killer Instinct.