Endeavors.tv aimed to be an innovative livestreaming, matchmaking and e-sports platform – a natural evolution of the Sleepless Gamers "King of the Hill" tournament model. While Sleepless Gamers had a much leaner value proposition and narrow ICP, Endeavors.tv aimed to cater to a wide range of users, from those with a passing interest in single-player games, to e-sports enthusiasts, to budding streamers, to professional gamers. Given the broad user base and robust feature set, focus became critical. Trying to for a total "blue sky" could kill the project before it ever spread its wings. In talking to the team, it was clear that there were some divergent viewpoints on where this thing was headed. To get some clarity, I took the team through a diverge/converge exercise where we each filled out individual lean canvases, then synced up to share our thoughts and find common threads.
An example of a lean canvas filled out as part of the exercise.
After the lean canvas exercise, the team felt a sense of clarity. In getting on the same page, we'd jumped an important first hurdle. However, while we had clarity, we still lacked focus. My next step was to condense the team’s broad vision into a set of pillars that could be used throughout the research, discovery and design cycles to ensure we were maintaining focus and building for the right KPIs.
The pillars for success, meant to be the foundation of Endeavors.tv's product strategy.
Where did the pillars come from? Experience. I've been a gamer myself for close to two decades, and have spent that time interacting with vibrant communities across a wide range of genres (FPS, MMO, RPG, RTS). When it comes to things that make gamers tick, I felt I had some good baseline assumptions. The next step, was of course, to validate these assumptions. This is where our personas came in.
The four pillars segued very neatly into persona development: they allowed us to focus our research on specific themes. That being said, our capacity for research was limited – we all worked full-time jobs, and a lot of us, believe it or not, had personal lives. We took the leanest possible approach to persona development – an incentivized survey sent out via Reddit and Discord, triangulated with qualitative data from Reddit research (lucky for us, a large chunk of our ICP also happened to be active on Reddit). Once we had some data points, I synthesized the findings into a set of personas that combined demographic and psychographic data with that segment's hypothetical scores across the pillars. How much does this persona care about a personalized experience? Are they a lone wolf, or are they looking for a pack? Are they looking to build an e-sports career, or are they just here to have fun? These were some of the questions the pillars aimed to quantify.
A few personas scored across the four pillars.
Once we had our personas, it was naturally time to think pages and features. Like our personas, it would have been very easy to build everything and the kitchen sink. We needed to maintain focus. In order to help us do that, I put together an sample site hierarchy, and created a prioritization template for each potential page. The template captured the page title, its relative prominence in the user experience, a quick summary, and most importantly – a breakdown of key features /JTBD categorized across the four pillars. Comparing potential pages in this way allowed us to prioritize design and architecture work.
The user profile page pulled into the prioritization template.
With a good sense of who were were building for, and what features we wanted for MVP, it was time to design. We agreed that the KOTH model was still the best bet for initial adoption – gamers who wanted a sense of community, had a desire to stream and get some views, but weren't necessarily getting that from Twitch. Dev was still in the process of nailing down the tech stack, which gave me some breathing room. I took the opportunity to build out a UI kit in Figma, including color and typography tokens and some basic components. This made sure any hi-fi designs going forward used a consistent visual language, reducing design debt down the line.
An animation showcasing filtering interactivity on the King of the Hill (KOTH) page.
In the end, the full Endeavors product didn't get off the ground. We had a lot of personnel changes, we tried to build a micro-community to evangelize the MVP, and with the extra time those efforts took (in addition to functioning as a de facto product leader and designer) I realized the project was taking more of my time than I could afford to spend. I provided the Endeavors folks with all the tools they needed to continue my work (Figma files for design work, Canva templates for social, Photoshop files for brand materials) and made my exit on good terms.
My time with Sleepless Gamers and Endeavors taught me a few things about startups. Everyone knows startups are hard. It's one thing if it's someone else's startup, and you're getting paid to be there. If it's your own startup, in stealth mode, operating with no real funding – that's a whole other beast. Everyone involved is donating their time, and it's easy for morale to dip to an unsalvageable level. In those scenarios, my trifecta is; work on a product you yourself would use, work on a product others would pay for, and work with people you enjoy being around. If you've got all three, you're potentially well-equipped to weather startup stress. If you're lacking in one or more, know your limits and recognize the signs of burnout. In the end, I'm glad I left when I did – it was the right move for both my professional and personal life.
Product Designer
Product Manager
2020 – 2021
April 2021 – Present