COGS 127 Case Study

Designing for
Human Minds

Rethinking post-match analytics in Valve's Deadlock

Milestone 7, Spring 2026

Author

Andrew Tsutsumi

Course

COGS 127: Designing Human-Centered Technologies, UC San Diego

Product

Valve's Deadlock, Closed Beta

Role

UX Research & Interaction Design

01

The Problem

Deadlock is Valve's competitive MOBA currently in closed beta. After each match, the game offers thirteen different statistical breakdowns: lane stats, damage dealt, gold economy, kill timelines, and more. On paper, that sounds like a rich feedback system.

In practice, the players we researched used an average of two to four of those thirteen tabs. Most of the analytics were simply ignored, not because they were broken, but because they weren't compelling enough to explore.

The problem isn't missing data. It's that the data doesn't answer the questions players actually care about in a way they can act on.

"A lot of the other tabs are there, but I don't really use them much."

Kenny, Phantom rank, 300+ hours in Deadlock

This project explores how Deadlock's analytics experience could be redesigned to support player learning, performance reflection, and strategic decision-making, without adding more complexity to an already information-dense interface.

02

User Research

Methods

Our team used two research methods to understand how players currently engage with Deadlock's analytics. First, we conducted semi-structured interviews with ranked players, specifically those at Ritualist rank or above, who have enough game time to have formed real opinions about the post-match system. Second, we conducted field observation through live gameplay streams on Twitch, watching how players interact with in-game data in real time.

What I found most valuable about the interview method was that it forced us to listen for behavior, not just preference. We didn't ask "do you like the analytics screen?" We asked players to walk us through exactly what they do after a match ends, step by step, and let the patterns reveal themselves.

Participant 1: Kenny, 23, Phantom Rank

Kenny has over 300 hours in Deadlock and plays at Phantom, the third highest rank in the game. I expected a player at his level to explore more of the post-match data than a newer player. What I found was the opposite.

Kenny told us he consistently returns to exactly two post-match tabs: Lane Stats and Damage Dealt by Type. Lane Stats tells him how the first ten minutes of the match unfolded. Damage by Type tells him how effective his build actually was. Everything else sits unused, not because it's bad, but because it doesn't directly answer "why did this match go the way it did?"

"I only really check the in-game stuff for a second unless I need to counter something, which I usually notice without the graph."

Kenny

Participant 2: Jeremy, 21, Archon Rank

Jeremy plays at Archon rank with 250+ hours. He used four of the thirteen post-match tabs in our session, slightly more than Kenny, but his attitude was telling. He said outright that he's "not trying to check all that" and would rather move on after a match. He did express genuine interest in analytics that don't currently exist in the game, like tracking teamfight participation or resource denial.

What struck me about Jeremy's session was the combination of disengagement with the current system and interest in something better. He wasn't opposed to analytics; he was under-served by the ones available.

Key Insight

The clearest finding from both interviews: expertise doesn't lead to broader analytics engagement; it leads to more selective engagement. An experienced player doesn't explore more tabs over time. They learn which two or three are worth their attention and ignore the rest. A better design doesn't add more; it curates better.

03

High-Fidelity Prototypes

After our initial research and low-fi sketches, we built a high-fidelity prototype that shifted the core design direction from a post-game analytics dashboard to a live in-game tactical assistant. The key insight driving that shift: if players only engage with analytics for a second in the middle of a match, the interface needs to meet them there, not ask them to navigate somewhere else.

The prototype spans five screens. Two are shown here. The system is framed as a "Combat Assistant," always on, always contextual, rather than a static report you review after the fact.

Screen 1 Tactical Overview
Tactical Overview screen, in-game Combat Assistant showing loadout, combat effectiveness, and analysis mode selection

The entry point of the in-game flow. The left panel shows the player's current loadout (ShadowRunner, Level 47), K/D/A, and combat score. The right panel surfaces three Combat Effectiveness bars: Lane Dominance at 87%, Teamfight Impact at 62%, and Objective Control at a critical 35%. At the bottom, the player chooses between Manual Review and the recommended Strategic Advisor path. The score badge in the top right (24–38, LOSING) anchors every recommendation to the actual match state.

The key design decision here was preserving the manual path while making the AI path the clear recommended choice. Our research showed players like Kenny still want the option to verify data themselves rather than fully trusting an AI, so both options needed to feel equally legitimate, not like one was a fallback.

Screen 5 Combat Training
Combat Training screen, AI-generated tactical drills with severity labels, duration, skill level, and Begin Drill CTA

The action layer at the end of the flow. Three drills are generated from the match's specific combat data: Combat Positioning (Critical, 8 min), Defensive Loadout (Important, 5 min), and Objective Control (Moderate). Each card shows severity color coding, a time estimate, skill level, focus areas, and a direct "Begin Drill" CTA. The "AI Personalized: 3 Drills Active" badge in the top right reinforces that these are not generic tutorials.

Jeremy specifically asked for analytics that connected to things he could actually do differently. This screen is the answer to that ask. The drill ordering mirrors recommendation priority from the Tactical Brief earlier in the flow, with Combat Positioning listed first because it was flagged as a critical weakness, not arbitrarily.

04

User Testing

Methodology

After building our high-fidelity Figma prototypes, we returned to the same two participants, Kenny and Jeremy, and ran informal remote user testing sessions over Zoom screen share. We showed each participant two distinct prototype flows: a post-game analytics flow focused on AI-driven recommendations and training drills, and an in-game analytics flow designed as a real-time tactical assistant.

We started each session by asking for first impressions without any prompting. Then we walked participants through specific tasks: finding a key weakness from the match, generating AI recommendations, understanding why a recommendation was made, and locating a training drill from that recommendation. Finally, we asked them to compare both flows directly.

Because Kenny and Jeremy were also our original interview participants, they gave us the unusual advantage of being able to compare what they said in research to how they actually behaved with a prototype in front of them.

What Kenny Responded To

Kenny understood the post-game prototype immediately and responded well to the AI Insights screen, specifically because it surfaced the Damage by Type chart, which he already trusts, as supporting evidence for the AI recommendations. That design decision paid off. Making the analytics he already valued feel like proof rather than extra noise was the right call.

He responded more strongly to the in-game prototype overall. The Tactical Brief screen, which described the match situation with language like "You dominated early engagements, but tactical errors cost mid-game control," felt more useful to him than a stat breakdown. His main critique was visual: the UI felt too much like a separate dashboard rather than something embedded inside Deadlock's world. He suggested placing the interface over a blurred in-game background to make it feel like an overlay rather than a standalone app.

What Jeremy Responded To

Jeremy's most positive reaction was to the Recommended Training screen in the post-game flow. In our earlier interview, he had specifically asked for analytics that connected to things he could actually do differently. Seeing a drill card with a severity tag, time estimate, and "Start Training" button built from the exact weaknesses found in his match, which addressed that directly.

Jeremy raised the most useful structural critique of the session. On the in-game screens, he kept asking: "When would this actually show up?" He said the full-screen tactical interface would feel overwhelming during active combat but would be genuinely useful during a death screen, at the shop, or in the downtime between objectives. That timing question reshaped how we thought about the in-game flow entirely.

Cross-Participant Findings

Finding 1

Both users valued curated insights over raw data. They didn't want more graphs; they wanted the system to tell them what mattered and why.

Finding 2

The in-game prototype felt more exciting but needed stronger visual context; both users said it needed to feel embedded inside Deadlock, not like a separate app.

Finding 3

The post-game prototype was better for reflection and trust. Showing familiar data as evidence for AI recommendations made both participants more willing to act on them.

Finding 4

The in-game prototype needs to respect gameplay pressure. Full analysis during combat is overwhelming; short alerts with expandable details are the right approach.

Personal Reflection

The finding that surprised me most was how strongly timing shaped the perceived value of the in-game interface. The same information felt useful or intrusive depending entirely on when in the match it appeared. That's a cognitive load problem, not a content problem, and it pushed us toward designing around game states rather than just designing screens.

I also came away from these sessions more confident in the hybrid direction: light tactical signals during the match, followed by deeper AI analysis and personalized training after. That structure mirrors how real athletes consume feedback: brief real-time cues during performance, fuller debriefs afterward. Building that rhythm into Deadlock's analytics felt like the most honest design response to what our participants told us.

Point of View

Deadlock players don't need more analytics screens. They need a curated analytics system that adapts to the moment they're in: fast tactical signals during a match, and deeper explanations with actionable training after it.

05

Before & After Stories

Based on user testing feedback, our team made two significant redesigns. Each change was driven directly by what participants told us and what we observed in their behavior.

Screen 1: In-Game Analytics Panel
Before & After

Before: Full Dashboard

Before: Tactical Brief full-screen dashboard
Redesigned After User Testing

After: Compact In-Game Overlay

After: Compact analytics panel overlaid on live Deadlock gameplay

What Changed & Why

The original in-game prototype displayed analytics inside a separate full-screen dashboard with tab-based navigation. The layout was organized and the content was solid, but both testers said the same thing: it didn't feel like it belonged inside Deadlock. Kenny described it as "too much like a separate analytics app." Jeremy questioned when the screens would even appear, saying a full dashboard would feel overwhelming in the middle of active combat.

In response, we consolidated the most relevant in-game signals (damage threats, lane pressure, missing enemies, farm pace, and next objective) into a compact right-side panel overlaid directly on live gameplay. A smaller left panel keeps core stats like KDA and net worth visible at a glance. The visual style was updated to match Deadlock's actual in-game UI: darker tones, native typography, and less empty space.

This directly addressed user testing Finding 4: the in-game prototype needs to reduce text and respect gameplay pressure. The side panel puts critical tactical information within reach without pulling the player out of the match.

Screen 2: Death Screen Analytics
Before & After

Before: Separate Dashboard

Before: Combat Monitor full-screen performance dashboard
Redesigned After User Testing

After: Death Screen Panel

After: Death Analysis panel overlaid on Deadlock respawn screen

What Changed & Why

In the Milestone 6 prototype, post-death analytics were only accessible by navigating into a separate dashboard after returning to a menu state. There was no connection between the moment of dying, which is exactly when a player might wonder "what just happened?" and the information that could answer that question.

Jeremy named this gap directly. He said he would use in-game analytics specifically during "deaths, shop moments, or between objectives." Kenny's preference for the in-game prototype was built on speed and relevance; he wanted information that could still affect his next decision inside the match.

The redesigned death screen places a Death Analysis panel directly on Deadlock's respawn view, appearing automatically when the player dies. It immediately shows the primary cause of death in plain language, a damage breakdown by type (a stat Kenny specifically called out as one he already trusts), a positioning note, a suggested item adjustment, and a recommended build item with a one-click Queue button, all visible alongside the respawn countdown.

This respects the time constraint of the death window while delivering exactly what both users asked for: curated, specific, actionable insight at the moment it matters most. It closes the gap between the event that generates the most learning potential in a match and the feedback system that was designed to support it.