
KATC
Challenge
Users will often lose track of tournaments they have registered for. It is also not always easy for a user to understand what their next step is in the tournament process.
Process
The goal was to clarify site navigation in the context of a user’s tournament experience, reduce the drop-off rate for players from registration to participation in a tournament, and improve the tournament experience for players.
To do this, we created a new notification system, built a prototype and tested this new design with users, then iterated prior to implementing the new feature within Mogul.gg's product.
Success metrics
- Reduce tournament no-shows
- Reduce forfeits in later rounds
- Decrease drop-off rates
- Increase average participation rates

UX thought process
Because of our assumptions that users will lose track of tournaments they have registered for, our goal was for the tournament cards to both remain on a user’s screen at all times, and to also stand out enough that they are easily noticed by the user.
There are many different types of tournament formats hosted on Mogul, so our goal was to account for each type of tournament, and to create unique cards for each step of each tournament process. This required careful analysis of all supported tournament formats and their associated steps.
UI thought process
Our UI thought process was heavily guided by our UX requirements and assumptions. We wanted the cards to stand out as much as possible to users, so we created a color scheme for the cards based on different states of criticality: non-critical actions (grey cards), critical actions (blue cards), and extremely critical actions (orange cards).
Both critical and extremely critical cards, as well as the extremely critical modal, have animations associated with them in order to make them more noticeable to users. The animation is twice as fast when associated with extremely critical actions, to further convey the urgency of the action the user needs to take.


Affinity mapping
An affinity map was created out of user’s responses to the tournament experience survey in order to visualize how many similar responses were submitted.
Responses of those who have missed tournaments are in orange, while responses of those who have not missed tournaments are in blue. Responses in orange note why the respondent missed a tournament or what they think could have prevented them from missing it. Responses in blue note why they believe others may have missed tournaments.
Test findings
- Users generally found the tasks easy to complete and understand:
"Overall the task was very easy, I was able to do it in 2 clicks and like 5 seconds." - user on the ease of tournament check-in - Users generally found the tasks easy to complete and understand:• Users enjoyed the animation, and expressed that it caught their attention
6/6 users mentioned that the animation caught their attention - The confusion users experienced was generally not on the KATC cards themselves, but on the screens that followed
- 2/6 users thought they had completed tasks that they did not fully complete
- You can also view the full research findings deck here.
Iterating
- Reduce tournament no-shows
- Reduce forfeits in later rounds
- Decrease drop-off rates
- Increase average participation rates
