Rune — Empowering Dota 2 Players through Mobile Innovation

Kevin Acosta
Kevin Acosta’s Portfolio
9 min readApr 2, 2018

Enhancing Skills, Analyzing Performance, and Connecting the Dota 2 Community

Dota 2 is a Registered Trademark of Valve Corporation

In the expanding world of competitive Dota 2, where the eSports community is thriving and professional players compete for lucrative prize pools, there is a growing demand among non-professional players to enhance their skills and elevate their gaming experience. While websites like OpenDota and Dotabuff offer analysis and insights for players on desktop platforms, the need for a mobile app that provides similar functionalities has become apparent. This is where Rune comes into play.

Rune is a mobile app designed to cater to the needs of Dota 2 players, offering a comprehensive set of features that help players become better at the game and enjoy it to the fullest. With a focus on skill improvement and user-centric design, Rune aims to provide a seamless and intuitive experience for players of all skill levels. By analyzing gameplay data, providing updates on current games, comparing performances, and offering educational articles, Rune empowers players to enhance their gameplay and stay connected with the Dota 2 community.

Problem:
In the dynamic world of Dota 2, the game’s popularity has exploded, turning it into a thriving eSports phenomenon. As an avid Dota 2 player myself, I’ve noticed a recurring challenge faced by non-professional gamers like me. We yearn to improve our skills, become better team players, and enhance our overall gaming experience, just like the pros. However, the existing tools available on desktop platforms, such as OpenDota and Dotabuff, fall short when it comes to providing a seamless mobile experience.

While players in the Chinese and Asian regions have access to mobile sites like MaxDota, which offer detailed game analysis and comparisons with professional players, there is a significant language barrier and an overwhelming abundance of features that are unnecessary for most players. What we truly need is a mobile app designed specifically for Dota 2 enthusiasts like us, offering relevant and personalized features to help us excel in the game.

Hence, the problem at hand is the absence of a user-friendly and comprehensive mobile app, like Rune, that caters to the needs of players at all skill levels. We require a platform that not only delivers real-time updates, performance tracking, and insights but also serves as a hub for accessing valuable educational resources, keeping us connected to the Dota 2 community, and facilitating our skill development journey. It’s time for a mobile app that empowers us to level up our game, regardless of where we are, all while having a blast playing Dota 2.

Objective

Rune aims to create a mobile app for Dota 2 players, available on both Android and iOS platforms. The main objective is to provide players with a tool that helps them enhance their skills and enjoy the game to the fullest. The app will offer personalized material for each player while focusing on skill improvement.

Planning:
To bring the vision of Rune to life, meticulous planning was crucial to ensure a well-executed and user-friendly mobile app. The planning phase involved defining the key pages and functionalities of the app, creating a solid information architecture, and considering the user experience across different devices.

  1. Page Structure: Rune was designed to have four distinct pages: Articles, Profile, Stream, and Login. These pages were carefully chosen to cater to the specific needs of Dota 2 players while keeping the focus on skill improvement. Additionally, a Contact page was considered, which could be included in the footer for easy access.
  • Articles: This page allows players to stay updated with the latest posts from the Dota 2 team and Dotabuff. Integration with the Valve and Dotabuff APIs was necessary to fetch and display the relevant content.
  • Profile: The Profile page features player information obtained from the Valve API. Players would need to log in using their Steam account to access their profile, ensuring a personalized experience.
  • Stream: This page provides live or past streams of tournaments and games from various pro teams. Twitch.tv services were considered for streaming functionality, offering a seamless viewing experience within the app.
  • Login: The Login page required a specific API from Valve to allow players to log in and access their profiles. The login functionality would remain accessible in the navigation menu, enabling users to log out when needed.
Initial Sketch of IA Concept

Sketching The Concept

During the development of Rune, sketching played a vital role in conceptualizing and refining the design elements. The primary focus was on creating a visually appealing and user-friendly interface that would cater to the needs of Dota 2 players across different devices.

Sketch of the Desktop Design for Rune

Desktop Design Sketch: The initial sketches for the desktop version aimed to address the challenge of presenting a visually effective player profile page. Considerations were made regarding what elements would make the page effective, taking inspiration from popular platforms like Dotabuff and Opendota. The goal was to avoid clutter and unnecessary content that could distract users from the main focus. Instead, the focus was on providing key information that would help players improve their skills, such as overall stats, hero-specific performance, KDA ratios, and role effectiveness.

Mobile Design Sketch: The mobile design was approached with the intention of creating a mobile app layout that could also be seamlessly accessed through mobile browsers. The sketches took into account the resolutions and screen sizes of popular mobile devices, including iPhone 6 Plus, 7 Plus, and Samsung Galaxy 7 Edge Plus. By considering these factors, Rune aimed to ensure optimal usability and visual appeal across a range of mobile phones.

The mobile sketches aimed to leverage the simplicity and cleanliness of the desktop design while making optimal use of the limited screen space. The mobile version followed a scrollable format, allowing users to access content effortlessly. Additionally, the potential for future development into a dedicated mobile application was taken into account. Notably, the Stream page was designed to include an in-browser video player, utilizing Twitch.tv services. This integration allowed users to enjoy live streams and on-demand content without the need to switch between different apps.

Sketch for Mobile Design of Rune

By sketching and refining the concept for both desktop and mobile versions of Rune, the goal was to create designs that were visually appealing, intuitive to use, and compatible with various devices. The sketches served as a foundation for further development, ensuring that the final product would provide a seamless and engaging experience for Dota 2 players.

Wireframing the Concept

Wireframing played a crucial role in shaping the concept of Rune by translating the initial sketches into more detailed and functional representations. The wireframes provided a blueprint for the structure and layout of the desktop and mobile versions, ensuring a consistent user experience across different platforms.

  1. Desktop Wireframe: The desktop wireframe closely resembled the initial sketches, maintaining key elements such as the hero image, navigation buttons, and customizable tiles. However, there were important modifications based on further research and insights.

One significant change was the implementation of a Sign In button. During discussions with Valve, it became apparent that for an external site or app to access information from a Steam account, users would be redirected to a secure Steam login page. This adjustment allowed users to access their player profile information seamlessly without leaving the page. The desktop wireframe was designed to be flexible, with the potential for additional features that would benefit players’ overall experience.

The focus of the desktop wireframe was simplicity. Other Dota 2 websites often suffer from cluttered layouts, overwhelming users with excessive content on the landing page and in the navigation bar. Rune aimed to provide a clean and user-friendly design, allowing players to easily navigate the site and find the information they were seeking.

  1. Mobile Wireframe: The mobile wireframe closely aligned with the desktop wireframe, maintaining consistency in terms of design and functionality. The objective was to create a responsive mobile site that could also serve as the foundation for a mobile application.

The mobile wireframe embraced simplicity and cleanliness, ensuring an intuitive user experience on smaller screens. It incorporated all the essential information from the desktop version, allowing users to scroll through content seamlessly. The mobile wireframe also accounted for various mobile resolutions and screen sizes, catering to devices such as the iPhone 6 Plus, 7 Plus, and Samsung Galaxy 7 Edge Plus.

Throughout the wireframing process, the primary focus was to create a cohesive and user-centric design. The wireframes served as a visual guide, laying out the structure and flow of the desktop and mobile versions of Rune. By adhering to the wireframes, the design team ensured that the final product would provide an optimal user experience and meet the needs of Dota 2 players.

(Right to Left) Desktop, Tablet, Mobile Wireframes

Final Surface Concept

The final surface concept of Rune underwent several refinements and enhancements based on the wireframes and initial sketches. The goal was to create a visually appealing and functional design that would engage users and provide them with a seamless experience across different platforms.

  1. Desktop Version: The main change in the desktop version was the addition of the player overview on the landing page. This decision was driven by the importance of showcasing vital information right from the start, eliminating the need for users to navigate to another page to access key details.

The color scheme for the final concept was carefully selected to make elements stand out while complementing each other. The chosen colors were visually appealing and easy on the eyes, ensuring a pleasant and comfortable viewing experience. The layout and placement of elements were thoughtfully designed to create a cohesive and visually pleasing interface.

  1. Mobile Version: The mobile version of Rune remained true to the wireframes and initial sketches, with minimal changes in the player page and streaming page. Throughout the design process, the mobile version remained a focal point, considering its potential for future expansion into a dedicated mobile application.

The mobile version’s design maintained simplicity and cleanliness, ensuring a user-friendly experience on smaller screens. The content was organized in a way that allowed users to scroll through the information effortlessly. By taking into account different mobile devices and resolutions, Rune provided a consistent and optimized experience across a wide range of smartphones.

Both the desktop and mobile versions of the final surface concept embraced the principles of user-centered design. The layouts were intuitive, with a focus on ease of navigation and accessibility. The design team’s attention to detail and commitment to creating an engaging visual experience resulted in a polished and professional interface for Rune.

The final surface concept brought together all the elements necessary to deliver an exceptional user experience. It embodied the essence of Rune’s purpose, which was to help Dota 2 players enhance their skills, gain new insights, and enjoy an improved gameplay experience.

(Right to Left) Desktop, Tablet, Mobile Surface Comp

Conclusion:

In conclusion, the Rune project aimed to address the need for a mobile app or site that provides Dota 2 players with tools to enhance their skills, improve their gameplay, and have a more enjoyable experience. The project focused on creating a user-friendly interface that offers valuable features such as article browsing, profile viewing, live stream access, and user authentication.

Throughout the design process, careful planning, sketching, wireframing, and surface concept development were carried out to ensure a cohesive and responsive design across different devices. The final surface concept incorporated a clean and visually appealing layout, with a player overview prominently displayed for easy access to important information.

Although prototyping was not completed within the given time constraints, it is acknowledged that prototyping plays a crucial role in validating the design, gathering user feedback, and making iterative refinements. In an ideal scenario, the proposed prototype would have undergone usability testing, incorporating user feedback and stakeholder input to refine the design further.

The Rune project aimed to empower Dota 2 players of all skill levels by providing them with tools and resources to enhance their gameplay. By offering valuable information, updates, and analysis, Rune aimed to bridge the gap between casual and professional players, allowing everyone to access valuable insights and improve their skills.

While the Rune project was presented as a hypothetical concept, its underlying purpose and objectives remain relevant to the Dota 2 community. The fast-paced and ever-growing world of Dota 2 esports calls for accessible and comprehensive tools to help players progress and enjoy the game to its fullest.

Overall, the Rune project serves as a testament to the importance of user-centered design, thoughtful planning, and effective information dissemination in the realm of gaming. By understanding the needs of players and leveraging available data, Rune could have been a valuable addition to the Dota 2 ecosystem, helping players reach their full potential and fostering a more engaging gaming experience.

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Kevin Acosta
Kevin Acosta’s Portfolio

UX Designer | Specializing in e-Learning and Mixed Reality | Creating engaging and effective user experiences