
WHAT DO GAMERS NEED?
WHAT DO GAMERS NEED?
WHAT DO GAMERS NEED?
WHAT DO GAMERS NEED?
WHAT DO GAMERS NEED?

Our key findings:
–Less is more, huge need for simplicity
–Ideal setup is no setup, ability to come back later to configure advanced options
–Features must be prioritized and have a sense of finality
–Usage increases if product can provide value beyond just configuring hardware
Our key findings:
–Less is more, huge need for simplicity
–Ideal setup is no setup, ability to come back later to configure advanced options
–Features must be prioritized and have a sense of finality
–Usage increases if product can provide value beyond just configuring hardware
Our key findings:
–Less is more, huge need for simplicity
–Ideal setup is no setup, ability to come back later to configure advanced options
–Features must be prioritized and have a sense of finality
–Usage increases if product can provide value beyond just configuring hardware
Our key findings:
–Less is more, huge need for simplicity
–Ideal setup is no setup, ability to come back later to configure advanced options
–Features must be prioritized and have a sense of finality
–Usage increases if product can provide value beyond just configuring hardware
Our key findings:
–Less is more, huge need for simplicity
–Ideal setup is no setup, ability to come back later to configure advanced options
–Features must be prioritized and have a sense of finality
–Usage increases if product can provide value beyond just configuring hardware

From our interviews and our research, we collected actions, pain points, opportunities, business goals, and user goals, mapping them along a gamer journey.
From our interviews and our research, we collected actions, pain points, opportunities, business goals, and user goals, mapping them along a gamer journey.
From our interviews and our research, we collected actions, pain points, opportunities, business goals, and user goals, mapping them along a gamer journey.
From our interviews and our research, we collected actions, pain points, opportunities, business goals, and user goals, mapping them along a gamer journey.
From our interviews and our research, we collected actions, pain points, opportunities, business goals, and user goals, mapping them along a gamer journey.


As the team started concepting user flows, we developed 4 high-level themes to bracket our ideas and guide the experience. We grouped them under human roles, with traits that the software could take on. How should it feel like to interact with the software: would it be like talking to a coach or friend? Where should it guide us? How much should it guide us?
As the team started concepting user flows, we developed 4 high-level themes to bracket our ideas and guide the experience. We grouped them under human roles, with traits that the software could take on. How should it feel like to interact with the software: would it be like talking to a coach or friend? Where should it guide us? How much should it guide us?
As the team started concepting user flows, we developed 4 high-level themes to bracket our ideas and guide the experience. We grouped them under human roles, with traits that the software could take on. How should it feel like to interact with the software: would it be like talking to a coach or friend? Where should it guide us? How much should it guide us?
As the team started concepting user flows, we developed 4 high-level themes to bracket our ideas and guide the experience. We grouped them under human roles, with traits that the software could take on. How should it feel like to interact with the software: would it be like talking to a coach or friend? Where should it guide us? How much should it guide us?
As the team started concepting user flows, we developed 4 high-level themes to bracket our ideas and guide the experience. We grouped them under human roles, with traits that the software could take on. How should it feel like to interact with the software: would it be like talking to a coach or friend? Where should it guide us? How much should it guide us?

The client gravitated most to Curator and Friend, and sought to explore two user flows and visual directions that would embody both themes (as well as aspects of Coach and Community) in varying degrees.
The client gravitated most to Curator and Friend, and sought to explore two user flows and visual directions that would embody both themes (as well as aspects of Coach and Community) in varying degrees.
The client gravitated most to Curator and Friend, and sought to explore two user flows and visual directions that would embody both themes (as well as aspects of Coach and Community) in varying degrees.
The client gravitated most to Curator and Friend, and sought to explore two user flows and visual directions that would embody both themes (as well as aspects of Coach and Community) in varying degrees.
The client gravitated most to Curator and Friend, and sought to explore two user flows and visual directions that would embody both themes (as well as aspects of Coach and Community) in varying degrees.
Blake and I explored a direction that mainly saw the software as a "Curator" for the user, serving up configuration options that were most relevant to the gamer persona. This meant reducing user input to the bare minimum, while allowing them to dig deeper if they wish. Ultimately, controls don't vary drastically per user, per game — and gamers just want to get to the game. To reflect that, we optimized an information architecture and interaction model to be as efficient and intuitive as possible.
During onboarding, for instance, gamers are able to select from premade bundles optimized for the games they have installed, rather than going through the grueling process of manually configuring their peripherals. Users are also able to browse and install profiles created by pro-gamers. One click and you're ready to go.
Blake and I explored a direction that mainly saw the software as a "Curator" for the user, serving up configuration options that were most relevant to the gamer persona. This meant reducing user input to the bare minimum, while allowing them to dig deeper if they wish. Ultimately, controls don't vary drastically per user, per game — and gamers just want to get to the game. To reflect that, we optimized an information architecture and interaction model to be as efficient and intuitive as possible.
During onboarding, for instance, gamers are able to select from premade bundles optimized for the games they have installed, rather than going through the grueling process of manually configuring their peripherals. Users are also able to browse and install profiles created by pro-gamers. One click and you're ready to go.
Blake and I explored a direction that mainly saw the software as a "Curator" for the user, serving up configuration options that were most relevant to the gamer persona. This meant reducing user input to the bare minimum, while allowing them to dig deeper if they wish. Ultimately, controls don't vary drastically per user, per game — and gamers just want to get to the game. To reflect that, we optimized an information architecture and interaction model to be as efficient and intuitive as possible.
During onboarding, for instance, gamers are able to select from premade bundles optimized for the games they have installed, rather than going through the grueling process of manually configuring their peripherals. Users are also able to browse and install profiles created by pro-gamers. One click and you're ready to go.
Blake and I explored a direction that mainly saw the software as a "Curator" for the user, serving up configuration options that were most relevant to the gamer persona. This meant reducing user input to the bare minimum, while allowing them to dig deeper if they wish. Ultimately, controls don't vary drastically per user, per game — and gamers just want to get to the game. To reflect that, we optimized an information architecture and interaction model to be as efficient and intuitive as possible.
During onboarding, for instance, gamers are able to select from premade bundles optimized for the games they have installed, rather than going through the grueling process of manually configuring their peripherals. Users are also able to browse and install profiles created by pro-gamers. One click and you're ready to go.
Blake and I explored a direction that mainly saw the software as a "Curator" for the user, serving up configuration options that were most relevant to the gamer persona. This meant reducing user input to the bare minimum, while allowing them to dig deeper if they wish. Ultimately, controls don't vary drastically per user, per game — and gamers just want to get to the game. To reflect that, we optimized an information architecture and interaction model to be as efficient and intuitive as possible.
During onboarding, for instance, gamers are able to select from premade bundles optimized for the games they have installed, rather than going through the grueling process of manually configuring their peripherals. Users are also able to browse and install profiles created by pro-gamers. One click and you're ready to go.



The level of configuration might range from simple to complex, depending on user preferences and hardware. The capabilities also vary significantly from device to device—the configuration of a pair of headphones is wildly different than that of a mouse. Therefore, it was important that we created an intuitive interface that was able to flex to accommodate the wide spectrum of devices and features.
The level of configuration might range from simple to complex, depending on user preferences and hardware. The capabilities also vary significantly from device to device—the configuration of a pair of headphones is wildly different than that of a mouse. Therefore, it was important that we created an intuitive interface that was able to flex to accommodate the wide spectrum of devices and features.
The level of configuration might range from simple to complex, depending on user preferences and hardware. The capabilities also vary significantly from device to device—the configuration of a pair of headphones is wildly different than that of a mouse. Therefore, it was important that we created an intuitive interface that was able to flex to accommodate the wide spectrum of devices and features.
The level of configuration might range from simple to complex, depending on user preferences and hardware. The capabilities also vary significantly from device to device—the configuration of a pair of headphones is wildly different than that of a mouse. Therefore, it was important that we created an intuitive interface that was able to flex to accommodate the wide spectrum of devices and features.
The level of configuration might range from simple to complex, depending on user preferences and hardware. The capabilities also vary significantly from device to device—the configuration of a pair of headphones is wildly different than that of a mouse. Therefore, it was important that we created an intuitive interface that was able to flex to accommodate the wide spectrum of devices and features.


We rooted the visual system in Logitech's history as an innovative and design-forward leader. This concept explored a common ground between the expression of art and the structure of science. The duality of the resulting visual language made for a refined and nuanced system, clear in construction but flexible enough to make it your own. The concept would engage the senses, relying on audio and visual stimuli and data visualizations to make LGS intuitive.
Purposeful and clever microinteractions would surface information at key moments and invite users to explore more. The software leans into the Friend theme with a playful tone of voice, connecting to users with genuine and friendly dialogue.
We rooted the visual system in Logitech's history as an innovative and design-forward leader. This concept explored a common ground between the expression of art and the structure of science. The duality of the resulting visual language made for a refined and nuanced system, clear in construction but flexible enough to make it your own. The concept would engage the senses, relying on audio and visual stimuli and data visualizations to make LGS intuitive.
Purposeful and clever microinteractions would surface information at key moments and invite users to explore more. The software leans into the Friend theme with a playful tone of voice, connecting to users with genuine and friendly dialogue.
We rooted the visual system in Logitech's history as an innovative and design-forward leader. This concept explored a common ground between the expression of art and the structure of science. The duality of the resulting visual language made for a refined and nuanced system, clear in construction but flexible enough to make it your own. The concept would engage the senses, relying on audio and visual stimuli and data visualizations to make LGS intuitive.
Purposeful and clever microinteractions would surface information at key moments and invite users to explore more. The software leans into the Friend theme with a playful tone of voice, connecting to users with genuine and friendly dialogue.
We rooted the visual system in Logitech's history as an innovative and design-forward leader. This concept explored a common ground between the expression of art and the structure of science. The duality of the resulting visual language made for a refined and nuanced system, clear in construction but flexible enough to make it your own. The concept would engage the senses, relying on audio and visual stimuli and data visualizations to make LGS intuitive.
Purposeful and clever microinteractions would surface information at key moments and invite users to explore more. The software leans into the Friend theme with a playful tone of voice, connecting to users with genuine and friendly dialogue.
We rooted the visual system in Logitech's history as an innovative and design-forward leader. This concept explored a common ground between the expression of art and the structure of science. The duality of the resulting visual language made for a refined and nuanced system, clear in construction but flexible enough to make it your own. The concept would engage the senses, relying on audio and visual stimuli and data visualizations to make LGS intuitive.
Purposeful and clever microinteractions would surface information at key moments and invite users to explore more. The software leans into the Friend theme with a playful tone of voice, connecting to users with genuine and friendly dialogue.

Design elements played on the duality: blueprint illustrations replace devices in configuration mode (seeing inside vs. outside), a background dot grid mimics mouse movements with haptic feedback (physical vs. digital), and illustrations are two-toned. Plates of content slide fluidly in and out of the frame. A scanning motion is utilized to switch screens within configuration, which creates a sense of unveiling what is underneath.
Design elements played on the duality: blueprint illustrations replace devices in configuration mode (seeing inside vs. outside), a background dot grid mimics mouse movements with haptic feedback (physical vs. digital), and illustrations are two-toned. Plates of content slide fluidly in and out of the frame. A scanning motion is utilized to switch screens within configuration, which creates a sense of unveiling what is underneath.
Design elements played on the duality: blueprint illustrations replace devices in configuration mode (seeing inside vs. outside), a background dot grid mimics mouse movements with haptic feedback (physical vs. digital), and illustrations are two-toned. Plates of content slide fluidly in and out of the frame. A scanning motion is utilized to switch screens within configuration, which creates a sense of unveiling what is underneath.
Design elements played on the duality: blueprint illustrations replace devices in configuration mode (seeing inside vs. outside), a background dot grid mimics mouse movements with haptic feedback (physical vs. digital), and illustrations are two-toned. Plates of content slide fluidly in and out of the frame. A scanning motion is utilized to switch screens within configuration, which creates a sense of unveiling what is underneath.
Design elements played on the duality: blueprint illustrations replace devices in configuration mode (seeing inside vs. outside), a background dot grid mimics mouse movements with haptic feedback (physical vs. digital), and illustrations are two-toned. Plates of content slide fluidly in and out of the frame. A scanning motion is utilized to switch screens within configuration, which creates a sense of unveiling what is underneath.


At the end of this phase, we delivered our visions for the refreshed LGS system, including two core flows and visual directions.
At the end of this phase, we delivered our visions for the refreshed LGS system, including two core flows and visual directions.
At the end of this phase, we delivered our visions for the refreshed LGS system, including two core flows and visual directions.
At the end of this phase, we delivered our visions for the refreshed LGS system, including two core flows and visual directions.
At the end of this phase, we delivered our visions for the refreshed LGS system, including two core flows and visual directions.
Our client enjoyed this concept and returned for a second phase (design refinement, user testing, & final handoff).
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Our client enjoyed this concept and returned for a second phase (design refinement, user testing, & final handoff).
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Our client enjoyed this concept and returned for a second phase (design refinement, user testing, & final handoff).
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Our client enjoyed this concept and returned for a second phase (design refinement, user testing, & final handoff).
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Our client enjoyed this concept and returned for a second phase (design refinement, user testing, & final handoff).
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BACK TO THE DRAWING BOARD
BACK TO THE DRAWING BOARD
BACK TO THE DRAWING BOARD
BACK TO THE DRAWING BOARD
BACK TO THE DRAWING BOARD



USER TESTING
USER TESTING
USER TESTING
USER TESTING
USER TESTING



A CINEMATIC FOCUS
A CINEMATIC FOCUS
A CINEMATIC FOCUS
A CINEMATIC FOCUS
A CINEMATIC FOCUS


ANIMATION PRINCIPLES
ANIMATION PRINCIPLES
ANIMATION PRINCIPLES
ANIMATION PRINCIPLES
ANIMATION PRINCIPLES
01. Shifting Perspective
The viewable frame of the users perspective shifts in and out depending on the context of the screen, but the elements remain the same. Seamless flowing from general to specific. Relevant typographic and imagery elements are persistent, and irrelevant elements are pushed aside.
01. Shifting Perspective
The viewable frame of the users perspective shifts in and out depending on the context of the screen, but the elements remain the same. Seamless flowing from general to specific. Relevant typographic and imagery elements are persistent, and irrelevant elements are pushed aside.
01. Shifting Perspective
The viewable frame of the users perspective shifts in and out depending on the context of the screen, but the elements remain the same. Seamless flowing from general to specific. Relevant typographic and imagery elements are persistent, and irrelevant elements are pushed aside.
01. Shifting Perspective
The viewable frame of the users perspective shifts in and out depending on the context of the screen, but the elements remain the same. Seamless flowing from general to specific. Relevant typographic and imagery elements are persistent, and irrelevant elements are pushed aside.
01. Shifting Perspective
The viewable frame of the users perspective shifts in and out depending on the context of the screen, but the elements remain the same. Seamless flowing from general to specific. Relevant typographic and imagery elements are persistent, and irrelevant elements are pushed aside.

02. Depth Layering
Elements are placed in Z space to characterize their importance to the given scene.When the user navigates through the software, the motion should amplify this through a parallax effect.
02. Depth Layering
Elements are placed in Z space to characterize their importance to the given scene. When the user navigates through the software, the motion should amplify this through a parallax effect.
02. Depth Layering
Elements are placed in Z space to characterize their importance to the given scene. When the user navigates through the software, the motion should amplify this through a parallax effect.
02. Depth Layering
Elements are placed in Z space to characterize their importance to the given scene. When the user navigates through the software, the motion should amplify this through a parallax effect.
02. Depth Layering
Elements are placed in Z space to characterize their importance to the given scene. When the user navigates through the software, the motion should amplify this through a parallax effect.

03. Uncover & Reveal
To accent the depth of each scene, dynamic elements cast a large dark shadow on elements behind them. This is useful for transitions and state changes to add contrast. Additionally, the camera can shift slightly in Z space to indicate a new layer is now in focus.
03. Uncover & Reveal
To accent the depth of each scene, dynamic elements cast a large dark shadow on elements behind them. This is useful for transitions and state changes to add contrast. Additionally, the camera can shift slightly in Z space to indicate a new layer is now in focus.
03. Uncover & Reveal
To accent the depth of each scene, dynamic elements cast a large dark shadow on elements behind them. This is useful for transitions and state changes to add contrast. Additionally, the camera can shift slightly in Z space to indicate a new layer is now in focus.
03. Uncover & Reveal
To accent the depth of each scene, dynamic elements cast a large dark shadow on elements behind them. This is useful for transitions and state changes to add contrast. Additionally, the camera can shift slightly in Z space to indicate a new layer is now in focus.
03. Uncover & Reveal
To accent the depth of each scene, dynamic elements cast a large dark shadow on elements behind them. This is useful for transitions and state changes to add contrast. Additionally, the camera can shift slightly in Z space to indicate a new layer is now in focus.


FINAL DELIVERY
FINAL DELIVERY
FINAL DELIVERY
FINAL DELIVERY
FINAL DELIVERY
Here's a preview of the release!
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Here's a preview of the release!
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Here's a preview of the release!
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Here's a preview of the release!
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Here's a preview of the release!
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