WebApp for tournament creation.
Thanks to the research conducted, we found that:
1.
2.
3.
4.

Due to the time constraint, we decided to focus our efforts on these tasks:
1.
Desktop Research
Benchmarking
Interviews with Stakeholders
2.
User Personas
User Surveys
Card Sorting
Information Architecture
User Journeys
3.
UI Kit
Design System
Medium Wireframes
High Wireframes
Prototyping
4.
Usability Testing
Stakeholder Testing
Hand-Off
1. Discover
With the results of this stage, we found that:
Phase Findings
With the Benchmark we analyze the key points of our MVP against the competition. Both from the perspective of the User and the Administrator. The most important findings were:
Some sites had separate accounts for Admin and User.
They did not have extra support roles to facilitate the creation and maintenance of tournaments.
On some platforms users could not find tournaments easily and quickly.
Some platforms hindered the search with complex navigation patterns.
2. Define
By analyzing the gathered information we were able to clarify that:
Phase Findings
Thanks to its implementation, we were able to expand what was important for each profile (Admin and User).
The admins are not necessarily tournament players.
The players do not compete in their favorite game, they compete in team games.
72% of players used their Mobile phone to play over other devices.
48% of people spent 1 to 3 hours consuming video game streams or video game content.

3. Prototype
Now with clearer concepts, we created a product that meets these needs:
4. Iterate
After testing the solution, we decided with the team to make some adjustments by gathering recurring and important feedback from each party involved such as:
Takeaways
During the entire process of these 2 months, the most important points that helped Respawn Events provide value to our stakeholders were:














