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