HeroFinder, the CounterGrogWise's App

Jordi Milan

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UX Designer

UI Designer

Figma

Invision

Sketch

On September 7, 2020, my adventure at CounterGrogWise began, a start-up that was starting to develop its first product: HeroFinder. When I joined the team, the project was a simple MVP that turned into an app downloaded by +1 million users by mid-July 2021.
This project was the result of a close collaboration between all members of the wonderful HeroFinder team, a product of CounterGrogWise company.

Problem statement

Effective tools for finding gaming partners who match their gameplay styles, schedules, and preferences are lacking. As a result, many players encounter frustrating gaming experiences and fail to fully enjoy their favorite games. Our challenge is to develop a solution that addresses this gap and provides users with a reliable platform to find ideal gaming partners, thereby enhancing their overall online gaming experience.

HeroFinder Use Case: Empowering Users to Discover Their Heroes

This use case outlines the journey of developing the HeroFinder app, from its initial concept to its final iteration. Throughout the process, we delve into user research, feedback, and iterative improvements that enabled users to effectively and personally connect with their heroes.

Design System Management

Some of the problems were: Low number of registrations compared to the number of downloads, quick abandonment during the search for a team, and users who did not return to use the app.

Features such as "Play with Friends", "Assemble my Recommended Team", "Scheduled Join", "Best Times to Play" or "Add me to the Queue" were some of the ideas that were appearing and we were designing taking into account the user experience where the maximum priority was user retention (waiting time to find a team) and informing about the best times to play their favorite game (possibilities of finding more users with the same preferences).
Add to Queue feature

Key takeaways

Throughout these months, I was able to learn a multitude of things related to esports and technology in general. I learned to improve and maintain the Design System, did quite a bit of benchmarking, made small adjustments to the workflow, had several meetings, and above all, enjoyed our work.
Each project is unique, has its market, its target, and types of users. Every decision we made opened the doors to new functionalities, new crazy ideas (yes, they are necessary), and some technical complexities to solve.
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My role involved maintaining the Design System, improving workflows, conducting benchmarking, and adding new features to address emerging challenges.

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UX Designer

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Figma

Invision

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Jordi Milan

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