Affinity Map

Synthesis · clustering observations into themes

After the interviews and surveys, I worked through every observation by hand and clustered by emotional pattern, then by frequency. Four themes emerged. Each one informed a downstream design decision — and together they made the original brief untenable.

Inputs5 long-form interviews
·30 survey responses
MethodManual clustering · frequency-weighted
Output4 themes → 1 insight
Theme 01 5/5 interviews · ~25/30 surveys

Mid-game alerts feel like backseat driving.

“Backseat driver” metaphor surfaced repeatedly — unprompted, multiple respondents
Players unanimously rejected any in-game prompt, even non-alert ones
Pausing mid-round was considered non-negotiable, especially in ranked play
InformedThe “silent adaptation” principle — no in-game UI at all
Theme 02 Secondary research · 5/5 interviews

Game rage is bigger than a single emotion.

Forum analysis exposed rage as tied to investment, public stakes, and in-game failure mechanics
“Different from outdoor sports — the rage has nowhere to go” (paraphrased, forum)
Players described stacking losses as the trigger, not single bad rounds
InformedStress treated as a continuous data layer, not a single-point alarm
Theme 03 4/5 interviews · ~22/30 surveys

Players want a performance edge, not therapy.

Wellness framing actively repelled the audience — “not for me”
Harnit (verbatim): “Stress is impacting my performance and personal life”
Help was welcome; being told to feel different was not
InformedPositioning: “Play Smarter. Adapt Faster.” — no wellness language
Theme 04 3/5 interviews + Harnit explicit

Trust comes from transparency, not invisibility.

“I’d let it do things if I knew what it did” (paraphrased pattern)
Privacy concerns about cloud-resident physiological data were unanimous
Players wanted a post-match review — the same data, on their terms
InformedOn-device compute · post-match disclosure layer (sketched)
Four themes
Silent adaptation principle
Stress as continuous data
Performance positioning
Transparency without intrusion
Consolidated into one principle

“Adapt, don’t interrupt.”

Six words that survived the rest of the build — every interface, every notification, every feature decision was tested against this rule. If a design broke it, it didn’t ship.

Dhruv Deva