STEELSERIES GG · SOFTWARE UX · 2024–PRESENT

Designing complex gaming controls for a 5M+ user platform.

I shape software experiences across SteelSeries GG, from product discovery and data analysis to interaction design, validation, engineering handoff, and launch.

SteelSeries GG software ecosystem with Engine configuration interfaces
SteelSeries GG combines device configuration, audio, capture, training, and game experiences in one Windows platform.
5M+monthly active users
100K+data points analysed
110+external research participants
20+in-depth interviews

PROJECT OVERVIEW

A mature ecosystem with very different user needs.

GG serves players who want a quick setup and enthusiasts who expect precise control. The product challenge is to make advanced settings understandable without slowing expert users or creating one-off patterns for every device.

Role
Senior Product Designer
Scope
Engine, Sonar, Moments, 3D Aim Trainer, and new device programmes
Partners
Product, engineering, firmware, hardware, research, and regional teams
Ownership
Discovery, product definition, software UX, validation, design system, handoff, and design QA
My role

I frame the decision with product and engineering, triangulate behavioural data with research, prototype the riskiest interaction, and review implementation against the intended states and success criteria.

01 · DISCOVER

Triangulating behaviour, feedback, and product data.

I do not rely on one research method. I combine large-scale behavioural evidence with interviews and usability work, then trace each design decision back to the signal that caused it.

100K+

records analysed across product and research sources

Redash and Snowflake revealed usage patterns. Airtable and Dovetail organised feedback and research evidence. Python and SQL helped clean, join, and compare the data before synthesis.

RedashSnowflakeAirtableDovetailPythonSQLDiscordNPSUseberry

Internal metrics, participant identities, account details, links, project codes, and verbatim feedback have been obscured. The visuals show method and evidence structure only.

02 · DEFINE

Turning evidence into a product decision.

For advanced keyboard configuration, research showed that first-time users could see the controls but did not understand the underlying concepts. The problem was information timing, not simply terminology.

  1. SignalPlayers misinterpreted advanced settings.

    Interviews, community feedback, and usability sessions surfaced the same comprehension gap.

  2. Root causeTechnical controls appeared before the mental model.

    More copy alone would increase density without helping users form the right concept.

  3. HypothesisProgressive guidance could teach without slowing experts.

    Contextual education would appear only when the user needed it.

  4. ExperimentTooltip guidance versus expandable guidance.

    Useberry compared comprehension, confidence, task success, and completion time.

  5. DecisionUse evidence to select the interaction pattern.

    The decision gate compares comprehension, confidence, task success and time across both patterns; I document where each pattern serves novices or experienced players. The study does not establish a quantified live-product lift.

Ninna facilitating collaborative product workshops
Cross-functional workshops convert research into shared scope and decisions.

Alignment as a product tool

I facilitated FigJam workshops with Product, Design, Engineering, Hardware, and Firmware. We compared user impact, technical complexity, dependencies, and product risk before committing to scope.

The output became a focused problem statement, prioritised opportunities, success criteria, and a validation plan.

FigJamOpportunity mappingRoot cause mappingPRD

03 · DEVELOP

Exploring the interaction before polishing the screen.

I move from low-risk structure to high-fidelity behaviour. For important decisions, I compare multiple patterns, document trade-offs, and test the smallest prototype that can answer the open question.

Option A

Tooltip guidance

Low interruption and easy to reuse, but less discoverable and harder to retain during a complex task.

Option B

Expandable guidance

More persistent context and room for examples, with a larger layout and interaction cost.

Evaluation

Useberry A/B study

Measured task success, comprehension, confidence, and time. Qualitative feedback explained the score differences.

Privacy-protected view of an interactive SteelSeries software prototype
Interactive prototype
Behaviour, states, and realistic task context
Privacy-protected view of usability testing evidence
Usability evidence
Task behaviour and attention patterns compared across options

04 · DELIVER

Owning quality beyond the Figma file.

The design process continues through planning, engineering handoff, implementation review, alpha and beta testing, and design QA. I document responsive behaviour, component states, edge cases, and the constraints that affect the final experience.

01

Requirements and scope

Connect the product brief to user flows, acceptance criteria, and Jira tickets.

02

System-ready handoff

Specify SteelForge components, behaviour, states, and edge cases with engineering.

03

Implementation review

Compare the build with the intended interaction and report gaps with clear reproduction steps.

04

Release learning

Review alpha, beta, and post-launch signals, then carry findings into the next iteration.

DESIGN SYSTEM

Building reusable product decisions into SteelForge.

I design within SteelSeries’ existing system and contribute patterns that can scale across products. Influenced by Material Design 3 principles, the work covers tokens, components, states, interaction rules, documentation, accessibility, and design QA.

Foundations

Typography, colour, spacing, elevation, and motion rules.

Components

Sliders, switches, selects, tabs, chips, buttons, tooltips, backdrops, and snackbars.

Behaviour

Loading, disabled, warning, error, confirmation, and recovery states.

Delivery

Shared specifications that improve reuse, implementation speed, maintainability, and cross-product consistency.

GG SOFTWARE ECOSYSTEM

One design practice across different player journeys.

My work spans device configuration, audio control, gameplay capture, and training. The interface changes by context, while shared navigation, interaction patterns, and system rules keep the ecosystem coherent.

Engine

Device setup, profiles, advanced configuration, firmware states, and configuration education.

SteelSeries Engine software interface
Engine · device configuration

Sonar

Channel mixing, presets, equalisation, and audio processing across game, chat, and microphone paths.

SteelSeries Sonar audio interface
Sonar · spatial audio and mixing

Moments

Gameplay capture, clip editing, audio control, and sharing within a focused creator journey.

SteelSeries Moments gameplay capture interface
Moments · capture and editing

3D Aim Trainer

Training discovery, practice activities, and performance feedback within the wider GG experience.

SteelSeries 3D Aim Trainer interface
3D Aim Trainer · practice and feedback

05 · MEASURE

Connecting usability outcomes to product health.

I define leading and lagging indicators before launch. This lets the team evaluate whether a design improved understanding in the test and whether that improvement translated into healthier product behaviour after release.

Verified scale

5M+

monthly active users across GG

The work operates inside a mature platform where consistency and release quality matter at scale.

Research coverage

110+

external participants

Supported by 20+ interviews and more than 100,000 product and research data points.

Measurement plan

NPS and support signals

Track sentiment themes and support contacts for the affected interaction after release.

Adoption and daily use

Compare feature activation, repeat use and task completion against a defined baseline.

Leading indicators

Task success · comprehension · confidence · completion time · error rate

Lagging indicators

Feature adoption · DAU · retention · NPS · support volume · community sentiment

Scale and research coverage describe the platform and study programme. Product outcomes for individual releases are confidential or not attributable here; this section therefore shows how I would evaluate them, without claiming a quantified lift.

AI-ENABLED PRODUCT DEVELOPMENT

Extending the design system into an AI workflow.

I built a Codex-driven workflow that converts confirmed meeting decisions and structured requirements into editable Figma proposals using reusable SteelForge rules. The AI drafts component choices and states; I check requirement coverage, interaction logic, accessibility and edge cases before any team handoff. The human review step determines what is usable.

Confirmed decisionsStructured requirementsSteelForge rulesEditable Figma draftHuman design QA
58-second workflow demonstration

The demo shows how I structure decisions, apply reusable design-system knowledge, generate an editable proposal, and keep human judgement in the review loop.

REFLECTION

Senior design means owning the decision, the system, and the shipped result.

My contribution goes beyond producing screens. I connect evidence to product scope, align teams around trade-offs, design within technical constraints, validate the interaction, and carry quality through implementation and measurement.