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