Tooltip guidance
Low interruption and easy to reuse, but less discoverable and harder to retain during a complex task.
STEELSERIES GG · CONSUMER SOFTWARE · 2024–PRESENT
I design software experiences for SteelSeries GG, a Windows platform with 5M+ monthly active users. My work connects research and product strategy with interaction design, experimentation, and delivery alongside engineering.

PRODUCT OVERVIEW
GG supports first-time players and experienced enthusiasts in the same product. I frame the design challenge around that tension: make setup and advanced controls understandable while preserving expert speed and consistency across the platform.
I lead design from problem framing through implementation review. With product and engineering, I turn evidence into scope, compare interaction models, agree success criteria, and resolve usability gaps before release.
The work sits within a software ecosystem that connects everyday setup with deeper control.


01 · DISCOVER
I triangulate behavioural data, surveys, interviews, Discord feedback, and usability tests. Analytics locates the friction; qualitative evidence explains it. Together, they help me distinguish recurring product problems from isolated requests.
I used Redash and Snowflake to examine usage, Airtable and Dovetail to organise feedback, and Python and SQL to clean and compare records. Synthesis connected recurring behaviours to specific design questions.




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
Research into advanced configuration exposed a comprehension gap: users could find a setting without understanding its effect. I reframed the problem around when to teach the concept and how much guidance to keep visible during the task.
Interviews, community feedback, and usability sessions surfaced the same comprehension gap.
More copy alone would increase density without helping users form the right concept.
Contextual education would appear only when the user needed it.
Useberry compared comprehension, confidence, task success, and completion time.
I compare comprehension, confidence, task success, and time, then document which context each pattern serves. The choice balances first-use learning with speed for experienced players.

I facilitated FigJam workshops with product, design, and engineering partners to turn competing directions into a shared scope. We compared user impact, implementation effort, dependencies, and technical risk.
The output was a decision the team could act on: the problem to solve, what to prioritise, what to defer, and how to test the chosen direction.
03 · DEVELOP
I compared two levels of guidance against the same tasks. Tooltips protect interface density; expandable help keeps explanations available while users act. The study examined that trade-off through task success, comprehension, confidence, and completion time.
Low interruption and easy to reuse, but less discoverable and harder to retain during a complex task.
More persistent context and room for examples, with a larger layout and interaction cost.
Measured task success, comprehension, confidence, and time. Qualitative feedback explained the score differences.


04 · DELIVER
I translate the chosen direction into buildable specifications: component states, responsive behaviour, edge cases, and acceptance criteria. During implementation, I review the interaction with engineering, report reproducible issues, and follow changes through design QA and release feedback.
Connect the product brief to user flows, acceptance criteria, and Jira tickets.
Specify shared design-system components, behaviour, states, and edge cases with engineering.
Compare the build with the intended interaction and report gaps with clear reproduction steps.
Review alpha, beta, and post-launch signals, then carry findings into the next iteration.




DESIGN SYSTEM
I extend SteelSeries’ existing design system with reusable interaction patterns, states, and documentation. Material Design 3 principles inform the foundations; product constraints shape how components behave. Shared specifications give design and engineering a consistent basis for implementation and QA.
Typography, colour, spacing, elevation, and motion rules.
Sliders, switches, selects, tabs, chips, buttons, tooltips, backdrops, and snackbars.
Loading, disabled, warning, error, confirmation, and recovery states.
Shared specifications that improve reuse, implementation speed, maintainability, and cross-product consistency.
GG SOFTWARE ECOSYSTEM
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.
Device setup, profiles, advanced configuration, firmware states, and configuration education.

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

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

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

Audio settings also need a coherent language across product and companion surfaces.


05 · MEASURE
I separate usability signals from product outcomes. Task success and comprehension help assess an interaction before launch. Adoption, repeat use, NPS themes, and support contacts help the team decide what to improve after release.
Verified scale
5M+The work operates inside a mature platform where consistency and release quality matter at scale.
Research coverage
110+Supported by 20+ interviews and more than 100,000 product and research data points.
Measurement plan
Track sentiment themes and support contacts for the affected interaction after release.
Compare feature activation, repeat use and task completion against a defined baseline.
Task success · comprehension · confidence · completion time · error rate
Feature adoption · DAU · retention · NPS · support volume · community sentiment
Release-level lift is not disclosed here. Platform scale and research coverage are shown separately from the measures used to evaluate individual changes.
AI-NATIVE DESIGN WORKFLOW
I built a Codex workflow that turns confirmed meeting decisions and structured requirements into editable Figma proposals. Design-system rules guide component choices and states. I review coverage, interaction logic, accessibility, and edge cases before handoff, and use the findings to improve the workflow.
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
The work strengthens both the experience and the team’s decision process. Research explains the problem, experiments clarify the trade-offs, and shared patterns carry the decision into production. My next iteration starts with what players do after release.