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_Project Overview

The idea behind this project was that I acknowledged there was a gap in the market for this app. With the popularity of League of Legends and the growth of eSports, adoption of this product would grow with the increased usage of mobile devices. What was required was to develop the model enough so that Riot Games could identify that making their Fantasy LCS more accessible would promote visibility and engagement of the product.

Team/Duration: 3 (UX/UI Designer, Interaction Designer, UX Researcher) / 3 Weeks, from concept to prototype.

Tools: Whiteboard, Photoshop, Illustrator, Excel, Google Forms, Justinmind

Methods: Competitive/Comparative Analysis, User Survey, Persona Generation, Product Breakdown, Interaction Modeling, Wireframes, Usability Testing, Visual Mock-up

"...making their Fantasy LCS more accessible would promote visibility and engagement of the product."

_The Challenge

The desktop version of the Fantasy LCS product is complex! Deriving its mechanics from Fantasy Sports models that you would find on Yahoo! and similar sports statistics websites, being able to isolate the important aspects into a mobile app PLUS introducing features that are heightened for a mobile experience versus desktop.


There were two things that needed to be understood:

  1. What does the Fantasy LCS product share with other Fantasy Sports products?

  2. What is the Minimal Value Product (MVP) that can be translated from desktop to mobile?


Through user surveys from a demographic that plays fantasy sports, we ascertained the prominent activities and details that were valuable to players. Furthermore, these details allowed us to prioritize and emphasize what is shown and how they relate within the mobile model.

Our primary target was the Draft Pick. Matchmaking, statistic tracking, and even the chat model, all were secondary. If the Draft Pick didn't work, nothing else would matter!


Going into research, particularly understanding users, we understood two things going in: Fantasy Sports players is a niche market and eSports is (at that time) a growing market. The cross-section of both would yield very small results, so much of our research leaned on the behaviors of Fantasy Sports players.


Through Google Forms, Dave led the interviews and compilation of data. Several insights that were common of the half dozen Fantasy Sports players are as listed:

  • Up to date statistics

  • Understandable interface

  • Simple system to navigate


This was a big aspect to the project, which is why Bren had to specifically lead on this side of the project. Corroborating the information from Dave, plus our breakdown of the interaction flow with the desktop platform (which you can find here:, we just needed to sort out the Touch mechanics that was both intuitive and did not incur difficulty when navigating the mobile app.


Chat was something that was underutilized on desktop platforms, both for Fantasy LCS and Fantasy Sports. However, in related research that I pushed to follow, we learned that people enjoy messaging through mobile platforms. With this in mind, I started to grow the idea of a chat interface within the app and the inclusion of emoticons (which is now popular on various platforms).

The social aspect of the app is key! And this is what I stressed to Riot Games upon the third meeting with them. Furthermore emphasizing that no fan production is going to shell out money for a server just to host a chat system that could explode in popularity.





From Riot Games, we received the following feedback:

  • Where are the sounds?

  • I was expecting something new and different

  • Why not make the full product on your own?


Within the three weeks of research and design, we had to choose our battles.

  • Sound would definitely help the experience, so this is something to consider.

  • Because of how nuanced the design and flow of the desktop version of Fantasy LCS, you don't want to alienate your users and throw on a larger cognitive load.

    • A larger cognitive load does not help with onboarding or retention, especially since the demographic for League of Legends is a mix of hardcore and casual users.

  • Fan development of the app would be slow and catching the market ahead of time, while there is no competition present, is rare. A slow roll-out to test features has caused misleading assumptions about success of a product, while also flooding a saturated market.

    • This product already exists, so the traction is there. All this does is make it more accessible, as it maintains the same user base across platforms.


  • Player - Champion Record

  • More User Testing

    • Add Button - per Card​

    • Viability of Trash Button on Queue

    • Settings button location/relevance

    • Auto-Draft

  • Re-Iteration

  • Visual Design

  • App Engineering

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