Growth Through User Relationships
Game time is better with people you know! This design is a simplified path for users to register, then invite a friend for a unique shared experience.
CLIENT
Riot Games - VALORANT
Company
Riot Games - VALORANT
CLIENT
Riot Games - VALORANT
Role
Senior UX Designer
Role
Senior UX Designer
Role
Senior UX Designer



Problem Statement
Problem Statement
Problem Statement
What Gets Players Hyped To Play Together? Shared Experience And Community!
The "Perfect Experience" would be something that was simple, safe and reliable, scalable, and gave us the control levers to easily deliver this experience to a huge audience.
I focused on flows that allowed us to reuse functionalities in multiple instances. This reduced the scope of unique logic and one-off situations our engineers needed to build.

The "Perfect Experience" would be something that was simple, safe and reliable, scalable, and gave us the control levers to easily deliver this experience to a huge audience.
I focused on flows that allowed us to reuse functionalities in multiple instances. This reduced the scope of unique logic and one-off situations our engineers needed to build.

The "Perfect Experience" would be something that was simple, safe and reliable, scalable, and gave us the control levers to easily deliver this experience to a huge audience.
I focused on flows that allowed us to reuse functionalities in multiple instances. This reduced the scope of unique logic and one-off situations our engineers needed to build.

The Process
The Process
The Process
What were the choices we made, and hurdles we overcame before landing on the final outcome?
The "Perfect Experience" would be something that was simple, safe and reliable, scalable, and gave us the control levers to easily deliver this experience to a huge audience.
I focused on flows that allowed us to reuse functionalities in multiple instances. This reduced the scope of unique logic and one-off situations our engineers needed to build.

The "Perfect Experience" would be something that was simple, safe and reliable, scalable, and gave us the control levers to easily deliver this experience to a huge audience.
I focused on flows that allowed us to reuse functionalities in multiple instances. This reduced the scope of unique logic and one-off situations our engineers needed to build.

The "Perfect Experience" would be something that was simple, safe and reliable, scalable, and gave us the control levers to easily deliver this experience to a huge audience.
I focused on flows that allowed us to reuse functionalities in multiple instances. This reduced the scope of unique logic and one-off situations our engineers needed to build.

The landing page was designed not only for registration details, but also to provide links to content about the game, and account for getting new and existing players hyped.

The landing page was designed not only for registration details, but also to provide links to content about the game, and account for getting new and existing players hyped.

The landing page was designed not only for registration details, but also to provide links to content about the game, and account for getting new and existing players hyped.

Information Density
Information Density
Information Density
Challenges, pivots + tradeoffs in the process.
The ideal experience hit a snag wanting to rely on our internal system logic, to control and validate user access, reducing friction to get in game. But our external partners needed us to use a flow with access codes, which added a little user friction. This turned out fine given it's an expected experience on other products.

The ideal experience hit a snag wanting to rely on our internal system logic, to control and validate user access, reducing friction to get in game. But our external partners needed us to use a flow with access codes, which added a little user friction. This turned out fine given it's an expected experience on other products.

The ideal experience hit a snag wanting to rely on our internal system logic, to control and validate user access, reducing friction to get in game. But our external partners needed us to use a flow with access codes, which added a little user friction. This turned out fine given it's an expected experience on other products.

Early on, I made a point to attempt to reduce bad actors selling unusable codes to excited players, by bringing the invitation process into the user account management. Unfortunately upon exploration, this would greatly increase the project scope, so teh concept was punted the capabilities to a future project.

Early on, I made a point to attempt to reduce bad actors selling unusable codes to excited players, by bringing the invitation process into the user account management. Unfortunately upon exploration, this would greatly increase the project scope, so teh concept was punted the capabilities to a future project.

Early on, I made a point to attempt to reduce bad actors selling unusable codes to excited players, by bringing the invitation process into the user account management. Unfortunately upon exploration, this would greatly increase the project scope, so teh concept was punted the capabilities to a future project.

Safety & Trust
Safety & Trust
Safety & Trust
Aligned MVP Solution
Sharing The Invite Code
To make MVP launch dates, the simplest version allowing users to share access codes with friends was landed on. The result was a responsive flow, which provided users access through our system registration, and the ability to share an access code through their chosen method. Had we forced this experience through the console flow, it would limit user options. This solution allowed users to chose their own share path - be that email, discord, or text (as seen below!).

Sharing The Invite Code
To make MVP launch dates, the simplest version allowing users to share access codes with friends was landed on. The result was a responsive flow, which provided users access through our system registration, and the ability to share an access code through their chosen method. Had we forced this experience through the console flow, it would limit user options. This solution allowed users to chose their own share path - be that email, discord, or text (as seen below!).

Sharing The Invite Code
To make MVP launch dates, the simplest version allowing users to share access codes with friends was landed on. The result was a responsive flow, which provided users access through our system registration, and the ability to share an access code through their chosen method. Had we forced this experience through the console flow, it would limit user options. This solution allowed users to chose their own share path - be that email, discord, or text (as seen below!).

Redeeming A Shared Code
Redeeming a code shared by your friend, needed to be as simple as registration. The flow was the same, except the landing page had a unique code tied reflecting the registered user it came from. The friend just needed to log in, choose their platform, and you're ready to play!

Redeeming A Shared Code
Redeeming a code shared by your friend, needed to be as simple as registration. The flow was the same, except the landing page had a unique code tied reflecting the registered user it came from. The friend just needed to log in, choose their platform, and you're ready to play!

Redeeming A Shared Code
Redeeming a code shared by your friend, needed to be as simple as registration. The flow was the same, except the landing page had a unique code tied reflecting the registered user it came from. The friend just needed to log in, choose their platform, and you're ready to play!

