Monster Teaser
League (MTL)

A fantasy sports startup with a mission to introduce a fresh, innovative game to the market.

A fantasy sports startup with a mission to introduce a fresh, innovative game to the market.

overview

What is MTL?

Monster Teaser League (MTL) is a fantasy sports startup built around a new and innovative style of gameplay. With a growing community of around 1,500 users, the company recognized the need to redesign its app to support future growth and improve the overall experience.

Over two months, my team of four led a full product redesign, analyzing user feedback, behaviors, and pain points. Our goal was to simplify the experience, modernize the interface, and make the game easier to understand and manage.

Timeline

April 2024- June 2024 (2-months)

My Role

Design Lead - Ideation Workshops, Usability Testing, High-Fidelity Prototype, Research, Design System

research

Speaking to Users

MTL has two primary user types: players and commissioners (who are also players). To understand the needs and pain points of each group, we structured our research accordingly, conducting interviews with five players and five commissioners. We also conducted usability tests to establish baseline metrics for future comparison.

After synthesizing our interview notes and usability test results, we grouped recurring themes and patterns across participants. This process allowed us to distill our findings into three key pain points that guided the design direction:

Baseline Metrics

3 minutes and 19 seconds was the average time to understand the rules.

Only 40% of participants explained the rules without errors.

2.4 out of 5 was the average score for ease of learnability

Usability & Learnability

Users found the interface cluttered and the navigation unintuitive, making the product difficult to learn. Even after playing, many users struggled to understand where key features lived or how the system worked.

Commissioners Corner

The “Commissioner’s Corner” in MTL isn’t very useful in its current form. Commissioners only use it at the beginning of the season to invite players and again at the end to review standings.

The “Commissioner’s Corner” in MTL isn’t very useful in its current form. Commissioners only use it at the beginning of the season to invite players and again at the end to review standings.

Getting Started

Both commissioners and players described the sign-up process as tedious and confusing. The game itself also has a learning curve, making the early experience feel overwhelming for first-time users.

"Eventually I just stopped telling friends about MTL because it’s annoying to do so."

"Eventually I just stopped telling friends about MTL because it’s annoying to do so."

what is MTL?

Overview

Monster Teaser League (MTL) is a fantasy sports startup with a mission to introduce a fresh, innovative game to the market. With a growing user base of around 1,500 users, MTL recognized the need to revamp its app to prepare for future growth.

Over the course of two months, my team of four embarked on an ambitious redesign project, diving deep into user feedback, behaviors, and pain points to create a modern, user-centric design that would elevate the overall user experience.

Timeline

April 2024- June 2024 (2-months)

My Role

Design Lead - Ideation Workshops, Usability Testing, High-Fidelity Prototype, Research, Design System

ideation

A team effort

To redesign the MTL experience, we applied a Double Diamond framework, navigating through iterative cycles of discovery and definition to ensure every feature addressed a validated player need. This approach allowed us to move from broad exploration to focused execution across the following four key workstreams:

Information Architecture

We audited the existing product to identify navigation bottlenecks and overlapping content, then reorganized the structure into a simplified global navigation system.

Exploration & Concepting

We ran a three-day sketching workshop to rapidly explore layout directions and map new user flows. My sketches from this exercise can be seen below.

Feature Prioritization

Through our interviews we defined a “Must Do” feature set and prioritized high-impact improvements such as live match interaction and customizable alerts.

Usability Testing

We audited the existing product to identify navigation bottlenecks and overlapping content, then reorganized the structure into a simplified global navigation system.

solution

Onboarding Solution

Explaining MTL was a huge barrier for growth - even now, I still struggle to explain it to my friends. However, the results from testing our tutorial were outstanding.

Metrics

1m 26s was the average comprehension time, a 60% decrease.

100% success rate achieved in explaining rules, a 60% increase.

4.3/5 was the score for ease of learnability, a 39% increase.

speaking to users

Research

MTL has two primary user types: players and commissioners (who are also players). To understand the needs and pain points of each group, we structured our research accordingly, conducting interviews with five players and five commissioners. We also conducted usability tests to establish baseline metrics for future comparison.

After synthesizing our interview notes and usability test results, we grouped recurring themes and patterns across participants. This process allowed us to distill our findings into three key pain points that guided the design direction:

Baseline Metrics

3 minutes and 19 seconds was the average time to understand the rules.

Only 40% of participants explained the rules without errors.

2.4 out of 5 was the average score for ease of learnability

After synthesizing our interview notes and usability test results, we grouped recurring themes and patterns across participants. This process allowed us to distill our findings into three key pain points that guided the design direction:

Navigation + Learnability

Users found the interface cluttered and the navigation unintuitive, making the product difficult to learn. Even after playing, many users struggled to understand where key features lived or how the system worked.

Commissioners Corner

The “Commissioner’s Corner” in MTL isn’t very useful in its current form. Commissioners only use it at the beginning of the season to invite players and again at the end to review standings.

Sign Up Process

Both commissioners and players described the sign-up process as tedious and confusing. The game itself also has a learning curve, making the early experience feel overwhelming for first-time users.

ideation

A team effort

To redesign the MTL experience, we applied a Double Diamond framework, navigating through iterative cycles of discovery and definition to ensure every feature addressed a validated player need. This approach allowed us to move from broad exploration to focused execution across the following four key workstreams:

Information Architecture

We audited the existing product to identify navigation bottlenecks and overlapping content, then reorganized the structure into a simplified global navigation system.

Feature Prioritization

Through our interviews we defined a “Must Do” feature set and prioritized high-impact improvements such as live match interaction and customizable alerts.

Exploration & Concepting

We ran a three-day sketching workshop to rapidly explore layout directions and map new user flows. My sketches from this exercise can be seen below.

Usability Testing

We audited the existing product to identify navigation bottlenecks and overlapping content, then reorganized the structure into a simplified global navigation system.

Make Picks & Gameday

Explaining MTL was a huge barrier for growth - even now, I still struggle to explain it to my friends. However, the results from testing our tutorial were outstanding.

Picks Tab

This is exactly as it sounds - the place where playing go to make their weekly picks. We reworked the flow, and added the ability to click into a matchup to allow users to get team info to better inform their picks.

Gameday

This is a place for users to see how not only their picks are doing, but also how other players in the league are doing as well. Green is covering, yellow is close, and red is not covering. The more red you see with your friends, the better - root for red!

Dashboard

This is the landing page for your league. We wanted the dashboard to incorporate the three main functions users taking while using the MTL app.

Making Picks

Users can opt to make this weeks picks, while also having the ability to view their pick history.

Results & Standings

Weekly results are front and center. See how you and your friends did this past week, while also noting who the top 3 players in the league currently are.

Gameday

View live and upcoming games. Click on cards to get more details about the game itself, and which of your friends have picked them.

Comissioners Corner

We developed a bifurcated League Interface: a Public View for universal access to rules and player data, and a Privileged Admin Dashboard. This empowers Commissioners to manage the league’s lifecycle through tools for rule-setting, direct player engagement, and roster maintenance.

solution

Onboarding Solution

Explaining MTL was a huge barrier for growth - even now, I still struggle to explain it to my friends. However, the results from testing our tutorial were outstanding.

Metrics

1m 26s was the average comprehension time, a 60% decrease.

100% success rate achieved in explaining rules, a 60% increase.

4.3/5 was the score for ease of learnability, a 39% increase.

reflection

What I Learned

Outline your goals early, and stick to them.

Taking on a project like this offers countless opportunities, challenges, and potential solutions. It's easy to stray off course and lose sight of the initial goals. Through this experience, I've learned the importance of keeping my objectives at the forefront of my daily tasks.

Make sure your decisions are backed by data.

Making decisions backed by data is crucial because it leads to the creation of products that are genuinely user-centered and more likely to succeed. Additionally, data-driven decisions make it easier for clients to understand and support your work.

Dashboard

This is the landing page for your league. We wanted the dashboard to incorporate the three main functions users taking while using the MTL app.

Making Picks

Users can opt to make this weeks picks, while also having the ability to view their pick history.

Results & Standings

Weekly results are front and center. See how you and your friends did this past week, while also noting who the top 3 players in the league currently are.

Gameday

View live and upcoming games. Click on cards to get more details about the game itself, and which of your friends have picked them.

Make Picks & Gameday

Picks Tab

This is exactly as it sounds - the place where playing go to make their weekly picks. We reworked the flow, and added the ability to click into a matchup to allow users to get team info to better inform their picks.

Gameday

This is a place for users to see how not only their picks are doing, but also how other players in the league are doing as well. Green is covering, yellow is close, and red is not covering. The more red you see with your friends, the better - root for red!

Comissioners Corner

We developed a bifurcated League Interface: a Public View for universal access to rules and player data, and a Privileged Admin Dashboard. This empowers Commissioners to manage the league’s lifecycle through tools for rule-setting, direct player engagement, and roster maintenance.

reflection

What I Learned

Outline your goals early, and stick to them.

Taking on a project like this offers countless opportunities, challenges, and potential solutions. It's easy to stray off course and lose sight of the initial goals. Through this experience, I've learned the importance of keeping my objectives at the forefront of my daily tasks.

Make sure your decisions are backed by data.

Making decisions backed by data is crucial because it leads to the creation of products that are genuinely user-centered and more likely to succeed. Additionally, data-driven decisions make it easier for clients to understand and support your work.

say hello

i know you won't, but
feel free to say what's up!

i know you won't, but feel free to say what's up!

work

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