User Research & Persona Development : from 1,000 Participants, 4 Personas That Shaped Product Strategy

User Research & Persona Development : from 1,000 Participants, 4 Personas That Shaped Product Strategy

Created
Jan 25, 2026 7:31 PM
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Role: Senior UX Designer / UX Researcher

Duration: 2022-2023 (Core research), applied continuously through 2025

Team: Solo researcher, working with Product Managers, User Researchers and Game Design leads

Client: Ubisoft Bucharest — The Division 2 (Live service, 2M+ active users)

The Challenge

The Division 2 had been live for 4 years. The team had opinions about who our users were. Strong opinions. Loud opinions.

The problem? No actual data. Just assumptions.

Design decisions came down to whoever argued loudest. Features got built for an "average user" that didn't actually exist. When user needs conflicted, we had no framework to prioritize.

We were designing blind. With 2 million active users and real revenue on the line, that wasn't going to cut it.

So, I proposed a foundational research initiative. Simple question: Who are our users, really? And what does that mean for what we build?

My Role

  • Designed research hypotheses and methodology
  • Created and deployed quantitative survey (1,000 responses)
  • Selected and ran qualitative research (30 playtest participants, 8 in-depth interviews)
  • Did the post-interview analysis and synthesis
  • Developed persona framework and cards
  • Mapped personas to product decisions
  • Socialized findings across teams (the hard part)

Methodology

Phase 1: Quantitative (Survey)

Goal: Find broad patterns across the user base.

Survey covered:

  • Why do you play? (Motivation)
  • How do you play? (Behavior)
  • What frustrates you? (Pain points)
  • What keeps you coming back? (Retention drivers)

1,000 responses. Enough to see real patterns.

Phase 2: Qualitative (Interviews)

Goal: Understand the why behind the patterns.

Numbers tell you WHAT. Conversations tell you WHY.

Process:

  • Selected 30 respondents for playtest observation
  • Narrowed to 8 for in-depth interviews
  • 45-60 minute sessions exploring motivations, behaviors, mental models

Selection criteria:

  • Diversity across play styles
  • Mix of veterans and newer players
  • Geographic spread
Some topics i wanted to cover
Some topics i wanted to cover

Phase 3: Synthesis

Goal: Turn research into something the team can actually use.

This is where most research dies. You do the interviews, write a report, put it in a folder. Nobody reads it. Nothing changes.

I needed something sticky. Something people would actually reference.

So: persona cards. Visual, memorable, actionable.

The Personas

Four distinct personas emerged. Not demographic buckets — motivation-based archetypes.

1. The Master

"I want to understand every system, optimize every build, master every challenge."
What they want
What blocks them
Mastery, optimization
Systems that are opaque or too RNG-based
Full control over builds
Hand-holding they didn't ask for
Hardest content
Time-gating that slows them down

Design implication: Needs depth, transparency, control. Don't hide information from this person.

image

2. The Pathfinder

"I want to explore everything — every corner of the map, every piece of story, every secret."
What they want
What blocks them
Discovery, exploration
Being railroaded
Variety, surprises
Missing content because it wasn't signposted
Completionist tracking
Unclear progress

Design implication: Needs variety, discovery moments, clear completionist tracking. Don't make them miss things.

image

3. The Teamplayer

"I play to hang out with my friends. The game is the excuse."
What they want
What blocks them
Social connection
Solo-only content
Shared goals, collaboration
Antisocial mechanics
Same rewards as friends
FOMO when friends pull ahead

Design implication: Needs collaboration tools, shared goals, group-friendly features. Don't punish them for playing together.

image

4. The Easygoer

"I just want to relax, shoot some bad guys, and feel powerful. Don't make me think too hard."
What they want
What blocks them
Relaxation, power fantasy
Complexity walls
Clear direction
Too many choices
Quick wins
Forced optimization

Design implication: Needs guidance, quick wins, optional depth. Don't require a spreadsheet to play the game.

image

How Personas Shaped Product Decisions

Here's the thing: personas are useless if they live in a slide deck. They need to show up in actual decisions.

Battle Pass Design

Persona
Need
What we did
Master
See all rewards upfront
Full track visible from start
Pathfinder
Exploration rewards
Unexpected cosmetics, discoveries
Teamplayer
Shared progression
Indirectly - Group goals (especially via influencers)
Easygoer
Clear progress
Simple track, obvious next step

Power Systems (Tinkering on the Go)

Persona
Need
What we did
Master
Full control
All options available, detailed stats
Easygoer
Simple path
"Tinkering" one-button option

Same interface, serves both. Progressive disclosure is the cheat code.

Tutorial Pacing

Persona
Need
What we did
Master
Skip tutorials
Everything skippable
Easygoer
Guided onboarding
Mandatory basics, optional depth
Pathfinder
Learn by doing
Contextual tips, not lectures

Store & Monetization

Persona
Need
What we did
Master
Full transparency
Complete item details before purchase
Easygoer
Quick decisions
Featured bundles, clear value props

Results

What we delivered
Impact
Survey responses
1,000 validated data points
Interview depth
8 hours of qualitative insight
Personas created
4 actionable archetypes
Product decisions influenced
10+ major features
Framework longevity
Still in use 4 years later

The Real Win: Decision Velocity

Before personas:

"I think users want X."

"No, I think they want Y."

[45-minute debate, loudest person wins]

After personas:

"The Master needs X, but the Easygoer needs Y. Can we serve both with progressive disclosure?"

[5-minute alignment, move on]

Personas turned opinion battles into design problems. That's the ROI.

Team Adoption

The personas became shared vocabulary. I started hearing them in meetings I wasn't even in:

  • "Is this a Master feature or an Easygoer feature?"
  • "We're over-indexing on Pathfinders here."
  • "The Teamplayer has no reason to engage with this."

When the whole team speaks the same language, alignment gets faster. That's the real metric.

What I Learned

1. Quantitative finds patterns. Qualitative explains them.

1,000 survey responses told us WHAT users do. 8 interviews told us WHY. You need both. Neither alone is enough.

2. Personas are tools, not posters.

A persona that lives in a slide deck is worthless. A persona that gets referenced in every design review is priceless. The goal is adoption, not artifacts.

3. Motivation beats demographics.

Age, location, gender — none of these predicted behavior. Motivation did. A 25-year-old and a 55-year-old can both be Masters. Design for motivation, not demographics.

4. Research is a living investment.

The 2021 research still guides 2025 decisions. That's 4+ years of ROI from one initiative. Good foundational research compounds.

How This Applies Beyond Gaming

Enterprise challenge
Same problem, different context
Insurance customer segmentation
Motivation-based personas, not demographic
Banking product design
Different users, same interface (progressive disclosure)
Enterprise software
Power users vs. casual users, one product
Any B2C product
Research-backed decisions, faster alignment

The methodology transfers because in the end, friction will be friction and money will be money.

The methodology transfers:

  1. Quantitative survey for patterns (n=500+)
  2. Qualitative interviews for depth (n=6-10)
  3. Motivation-based personas (not demographic)
  4. Decision framework mapping (persona → feature)
  5. Team socialization (vocabulary adoption)