Every “why did you…” — answered

Decision log · the forks, and why

The trade-offs that shaped the product. Options considered, what I chose, and the evidence behind it. This is the conversation interviewers want to have.

DecisionRejectedChosenEvidence / rationale
Respond to stressInterrupt the playerAdapt the game silentlyResearch: zero players would pause; alerts read as nagging.
Feedback channelVisible alerts / overlaysAmbient + silent adjustmentBackseat-driver rejection; flow is sacred mid-match.
Treat stress asA problem to reduceA performance metricPlayers want an edge — Calm Score / HRV become inputs, not warnings.
DashboardData-dense analytics reportGlanceable gamer launcherTester read: don’t want to look at it. Critical info up, depth one click deeper.
Competitive fairnessOne always-adaptive modeTraining + Sanctioned modesSanctioned records but never alters — compatible with league rules.
Design systemAd-hoc styles (Neue Montreal)Tokenized Fraunces / Inter / GeistThree surfaces needed one source of truth; mono signals instrument-grade.

Each row maps to a research finding or a usability signal — no decision is aesthetic-only.

Dhruv Deva