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HERO LAUNCHER · END TO END APP DESIGN

A unified launcher that lets PC gamers find and play any game without switching apps, remembering platforms, or waiting on updates

A solo end-to-end UX design project — user research, competitive analysis, personas, wireframing, prototyping, and usability testing across five participants.

Tasks completed

100%

Understood concept immediately

100%

Rated experience very easy

80%

Friends integration praised

80%

hero image.png

What?

End-to-end design of Hero Launcher, a unified PC game launcher concept that consolidates Steam, Epic, GOG, Xbox, EA, and Battle.net into one interface.

For Who?

PC gamers who own games across multiple platforms and lose time managing multiple launchers, re-authenticating, and hunting for which platform a game lives on.

My Role

Solo UX/UI designer — competitive analysis, user research, personas, wireframing (lo-fi and hi-fi), prototyping, and usability testing.

What the product needs

A unified library that connects to existing platforms with opt-in control, one-click game launch, and social context — without requiring users to give up the platforms they already use.

What users need

To find and launch a game without switching apps or remembering which platform it lives on. To feel in control of what gets connected and what doesn't. To see what friends are playing without leaving the launcher.

THE SOLUTION

Four design decisions made after research revealed users couldn't get into a game without friction

Five participants confirmed the same core problem across interviews and usability testing: fragmented libraries, repeated authentication failures, and no single trusted place to see and launch everything they owned. Every design decision below traces directly back to those sessions.

DECISION 01 — NAVIGATION

I added a persistent back button after 3 of 5 participants had to use the Home button as a workaround

No inner screen had a way to go back during testing. Three participants navigated to the home screen and retraced their steps rather than going back one level. A persistent back button was added to the top left of all inner screens — game detail, friend profile, and settings.

DECISION 02 — LIBRARY SORTING

I moved the sort toggle into the sidebar after 2 of 5 participants could not find it

Sort controls were buried in a settings panel where participants weren't looking for them. An A-Z and Recent toggle was added directly inside the library sidebar so the current sort state is always visible and one tap away.

DECISION 03 & 04 — FRIENDS PROFILE & SOCIAL CONTEXT

I redesigned the friend profile buttons and added online status after testing showed no hierarchy and participants expected more social context

The original friend profile had three identical purple buttons with no visual priority and no indication of whether a friend was online or available to play.

The redesign reordered the buttons to Message, Invite to Game, and Join Game — making Message the primary filled button, Invite to Game a purple outline, and Join Game green.

Join Game is greyed out when a friend is offline or playing an unjoinable game.

 

Online status indicators were also added to friend activity cards on the home screen, and a currently playing overlay was added to the friend profile avatar so users get the most relevant social context the moment they visit a friend's profile.

How I did it

RESEARCH

Five participants revealed that friction starts before the game even launches

Five user interviews were conducted with PC gamers recruited from an existing Discord community. Sessions covered platform habits, pain points, and workarounds. 

Nate

Steam-primary gamer frustrated by fragmentation across multiple launchers.

Wants Hero Launcher to feel as familiar and reliable as Steam.

"If it operated more like Steam it would be way more user-friendly."

Jonny

Multi-platform gamer who found the onboarding flow seamless and intuitive.

Expected automatic library sync after connecting — which is exactly how Hero Launcher works.

"Seamless, easy, convenient, efficient — it achieves its goal."

CJ

Steam-primary gamer who benchmarks every launcher against Steam.

Wanted to see friend activity and who is playing right now without leaving the app.

"Cool and needed — I could see myself actually using this."

Ryan

Steam and Epic user with 3-5 active games, frustrated by navigation dead ends.

Could not find a way to go back on inner screens — used Home as a workaround.

"This could honestly be a Discord competitor with messaging added."

Fleming

Full prototype tester who found the app clean and functional throughout.

Took a moment to identify the Library sidebar — suggested minor visual polish.

"Functionality is strong — the UI just needs to be prettier."

Key themes from affinity mapping

63 observations from 5 interviews consolidated into 7 themes. Authentication fatigue and fragmentation dominated — every participant experienced both.

Fragmentation & Platform Confusion

Avoidance & Friction Behaviors

Authentication Fatigue

Steam as Golden Standard

Fragmentation & Platform Confusion

All four participants described not knowing which launcher a game lives on. Workarounds included opening launchers one by one or Googling — a recurring friction moment before any game was played.

Avoidance & Friction Behaviors

Participants actively avoided launchers they found unreliable. Ubisoft, Xbox, and Battle.net were described as launchers opened only when necessary — and sometimes not at all.

Authentication Fatigue

Every participant mentioned frustration with repeated sign-ins. For one participant a failed login caused a complete session abandonment after 20+ minutes of troubleshooting.

Steam as Golden Standard

All four used Steam as their primary launcher and measured everything else against it. Complaints about other launchers were framed as "not like Steam."

Desire for Unified Control

Participants wanted a unified library but reacted negatively to automatic aggregation without consent. Opt-in connection was non-negotiable.

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Desire for Unified Control

Social Happens Outside the Launcher

Passive Library Management

Social Happens Outside the Launcher

All four use Discord for friend coordination. In-launcher social features were either ignored or unknown — Discord had already replaced them entirely.

Passive Library Management

No participant actively organises their cross-platform library. Games accumulate and organisation only surfaces when something breaks or a game can't be found.

Path forward

Fragmentation and authentication friction dominated the map — confirming these were systemic problems, not edge cases. Hero Launcher was designed to solve both with a unified opt-in library that keeps users in control while eliminating the need to switch apps, remember platforms, or re-authenticate after initial setup.

KEY INSIGHTS

Six patterns that shaped every design decision

Authentication fatigue is universal

Every participant mentioned frustration with sign-ins and re-authentication on non-Steam platforms. This made persistent session management the highest priority feature in the product — users should never be asked to re-authenticate after initial setup.

Steam is the benchmark — not a competitor

Users don't want to replace Steam. They want everything else to feel as reliable as Steam. Hero Launcher had to match that bar from day one — speed, library organisation, and trustworthiness were non-negotiable.

Libraries are passive, not managed

No participant actively organises their cross-platform library. Games accumulate and organisation only surfaces when something breaks. The product needed to handle this invisibly — without asking users to configure anything.

Discord replaced in-launcher social

All four participants use Discord for friend coordination. In-launcher social features were ignored or unknown. Hero Launcher's social layer had to earn its place by offering context Discord doesn't — cross-platform library visibility and currently playing status.

"Which platform is it on?" is daily friction

All four described the recurring experience of not knowing which launcher a game lives on. A unified searchable library with a visible platform badge on every game was the direct solution to this problem.

Aggregation is wanted but control is non-negotiable

One participant reacted negatively when a competitor auto-aggregated Xbox data without asking. Opt-in connection became the foundational design principle of the entire onboarding flow — every platform connection requires explicit user consent.

My original hypothesis was wrong. This made the work stronger. Here's what research revealed instead.

Early planning assumed users would want a full aggregated store inside Hero Launcher to browse and buy games across platforms in one place. Research and testing revealed something more focused — and more honest about what the product should actually do.

Original hypothesis

Hero Launcher should include a full aggregated store so users can browse and buy games across all six platforms without leaving the app.

Research-supported reframe

Users don't need a new place to shop. They need a reliable place to access what they already own. Each platform's store is linked directly so users can buy without Hero Launcher needing to maintain aggregated store content.

COMPETITIVE ANALYSIS
Four competitors studied to understand what Hero Launcher should adopt, avoid, and build differently

Steam, Epic Games Store, GOG Galaxy, and Playnite were analysed across engagement model, library management, social features, and UX quality.

Steam

Primary launcher benchmark

REFERENCE

Engagement model

Rich social layer — activity feeds, friend lists, groups, reviews. Library is central to the experience. Daily use driven by habit and community, not just gaming.

Library Management

Best-in-class library organisation — collections, filters, sort options, installed/uninstalled states, cloud saves, and playtime tracking all in one place.

Social Features

Full social layer — friends list, activity feed, chat, game invites, shared wishlists. Most participants said they use Steam Chat even when playing non-Steam games.

UX Quality

Industry standard. Familiar, fast, reliable. Every participant benchmarked all other launchers against Steam. The UX bar is set here.

Hero Launcher Implication

Steam's speed, reliability, and library organization is the minimum bar users are measuring against. Hero Launcher must feel as fast and trustworthy as Steam from day one.

Epic Games Store

Re-authentication friction

AVOID THIS

Engagement model

Exclusive titles (Fortnite, free weekly games) drive installs and return visits. Outside of exclusives, engagement drops significantly compared to Steam.

Library Management

Basic library with cover art. Limited organisation tools. No cross-platform awareness — Epic only shows Epic games.

Social Features

Basic friends list. No chat within the launcher. Social interaction pushed to external platforms like Discord.

UX Quality

Clean visual design but persistent re-authentication issues and frequent sign-out problems were flagged by multiple research participants as a key frustration.

Hero Launcher Implication

Persistent sessions per platform — users should never be asked to re-authenticate after the initial setup. This is the single most reported friction point from Epic users.

GOG Galaxy

Failed execution, validated problem

AVOID THIS

Engagement model

GOG identified the unified library problem and built toward it. But complex setup and unreliable third-party integrations led to low adoption and a shelved product.

Library Management

GOG Galaxy 2.0 attempted cross-platform library aggregation. The concept was validated but integration reliability was a chronic problem.

Social Features

No meaningful social layer. Focused entirely on library aggregation without community features.

UX Quality

Interface quality declined as integrations grew. Setup complexity and unpredictable behaviour created distrust. Ultimately shelved by GOG.

Hero Launcher Implication

GOG validated the problem. The market exists. Design quality and integration reliability are what Hero Launcher needs to succeed where GOG Galaxy didn't.

Playnite

Demand proven, UX ceiling hit

REFERENCE

Engagement model

Active community of enthusiast PC gamers. Open-source model means fast iteration but no design system, inconsistent UX, and steep learning curve for new users.

Library Management

Playnite's primary value proposition is unified library management. Works well for power users willing to configure it manually. Not accessible to casual gamers.

Social Features

No native social features. Community happens on Reddit and Discord outside the app entirely.

UX Quality

Developer-tool aesthetic. Powerful but intimidating. The UX ceiling limits Playnite to enthusiasts — it never crossed into mainstream adoption.

Hero Launcher Implication

Same concept as Playnite, different audience. A polished, approachable UI that doesn't require configuration is what separates Hero Launcher from an enthusiast tool.

PERSONAS
Two personas, two different relationships with the same core frustration

Two personas were developed directly from research findings across all five sessions — representing the two most distinct relationships with the fragmentation problem that Hero Launcher was built to solve.

The Casual Collector

Goal: Get into a game with zero friction. Don't ask me to remember which platform it's on.

Steam-first, avoidance-oriented.

Values simplicity above all.

Friction causes disengagement rather than problem-solving

If a game requires a non-Steam launcher, he is less likely to play it.

The Veteran Juggler

Goal: One trustworthy hub. Authenticate once. Never hunt for a game again.

7-8 platforms, 80-100 games.

Workaround-heavy

Has abandoned gaming sessions after launcher cascades.

Wants credential management and cross-store browsing in one place.

WIREFRAMES
From lo-fi sketches to a tested hi-fi prototype across three complete task flows

Wireframing began at lo-fi to validate layout logic before committing to visual design. Key screens were tested with participants before moving to hi-fi, which meant structural decisions were already validated when visual polish was added.

LOFI WIREFRAMES

The homepage was designed around one goal — getting into a game in the fewest clicks.

Jump Back In was made the dominant element from the first sketch. The store page was scoped out after early peer feedback flagged complexity, replaced with direct links to external stores. The onboarding flow was centred around opt-in connection after research confirmed users reacted negatively to automatic aggregation.

Flow

  • Website landing page and onboarding flow

  • App homepage with Jump Back In, Recently Played, Friend Activity, and Quick Actions w/ Library sidebar w/ platform filter pills and sort toggle

  • Game detail page with hero banner and launch panel

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HIGH FIDELITY WIREFRAMES

i built a fully interactive hi-fi prototype in Figma across three complete task flows, iterating on layout and interaction decisions after every round of testing

Starting from validated lo-fi wireframes, we moved into hi-fi using Hero Launcher's brand identity — deep purple, navy, and Motiva Sans throughout. All components were built in Figma with documented specs. The prototype covered three complete task flows tested with five participants, with key iterations applied after testing including a persistent back button, a sidebar sort toggle, redesigned friend profile buttons, and online status indicators.

FLOW 01 — ONBOARDING

5 screens

Flow:

Website landing page → Welcome screen → Sign up → Connect platforms → Import confirmation

FLOW 02 — GAME LAUNCH & FRIEND EXPLORATION

3 screens

Flow:

Home screen → Game details page  → Friend profile → Game from friend activity

FLOW 03 — SETTINGS AND BATTLE.NET

5 screens

Flow:

Home screen → Settings → Connect Battle.net → Library preferences → Home screen

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Context:

After user links their battle.net account the game library updates to include Battle.net games

USABILITY TESTING

Testing confirmed the core flows worked and surfaced four targeted improvements

One round of moderated usability testing with five participants over Discord screen share. Each session covered three task flows: onboarding, game launch and friend exploration, and settings with Battle.net connection.

Tasks completed

100%

Understood concept immediately

100%

Rated experience very easy

80%

Friends integration praised

80%

FLOW 01 — ONBOARDING

Task

Navigate to website and download app

Create an account

Connect Steam and Epic Games

Complete import confirmation and reach home screen

Result

Completed

Completed

Completed

Completed

FLOW 02 — HOME AND GAME LAUNCH

Task

Explore the home screen

Launch a game from the hero card

Dismiss the launch overlay

Find a friend and visit their profile

Navigate back to previous screen

Result

Completed

Completed

Completed

Completed

✗  Inconsistent — 3 of 5 used Home button as workaround

Explore a game from friend's recent activity

Completed

FLOW 03 — SETTINGS AND BATTLE.NET

Task

Navigate to Settings from top nav

Connect Battle.net

Adjust a library preference

Return to home screen

Result

Completed

Completed

Completed

Completed

— Jonny

"Seamless, easy, convenient, efficient — it achieves its goal."

— CJ

"Cool and needed — I could see myself actually using this."

ITERATION 01

Back button and navigation

✗ No back navigation on inner screens

✗ Users had to return to Home to go back

✓ Persistent back button top left all inner screens

✓ Users can navigate back without losing their place

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Insight

3 of 5 participants could not find a way to go back and used the Home button as a workaround — retracing steps rather than moving back one level. Adding a persistent back button to all inner screens resolved this immediately.

ITERATION 02

Library sort toggle

✗ Sort controls buried in settings panel

✗ 2 of 5 participants could not locate sorting

✓ A-Z and Recent toggle visible in library sidebar

✓ Current sort state always visible at a glance

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Insight

Sort controls placed inside a settings panel were not where participants looked. Moving the A-Z and Recent toggle directly into the library sidebar made the current sort state always visible and one tap away.

ITERATION 03

Four iterations made directly from testing feedback

✗ Three identical purple buttons, no visual hierarchy

✗ Join Game active even when friend is offline

✓ Message primary, Invite outline, Join Game green

✓ Join Game greyed out when offline or unjoinable

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Insight

Three identical purple buttons gave users no signal about which action was most common or most significant. Reordering to Message, Invite to Game, and Join Game with distinct visual treatments created a clear hierarchy that guides users to the right action first.

ITERATION 04

Four iterations made directly from testing feedback

✗ No online status on friend activity cards

✗ Friend profile showed no currently playing info

✓ Online status on every friend activity card

✓ Currently playing overlay on friend profile avatar

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Insight

Participants consistently expected to see what a friend was actively playing when visiting their profile — not just on the home screen. Online status indicators and a currently playing overlay give users the most relevant social context the moment they open a friend's profile.

REFLECTION

Users want unification on their own terms — trust is built through control, not just convenience

Every design decision that earned trust during testing gave users control. The opt-in toggle on platform connection, the skip option during onboarding, the contextual disabled Join Game button. The decisions that created friction assumed too much.
Removing the store page was a useful lesson in scope. A focused product that does one thing well is more trustworthy than a feature-complete one that does several things inconsistently. After participant feedback flagged the complexity of maintaining aggregated store content across six platforms, the concept was replaced with direct links to external stores — keeping Hero Launcher focused on what users actually needed.

If I were to take this further

Future testing would focus on three areas: the sort toggle in its new sidebar position, the messaging feature end to end with a functional prototype, and a new participant group unfamiliar with Steam to test broader accessibility. Two features requested during testing — PSN integration and a cross-platform messenger — represent the strongest directions for a future version.

Want to see the full prototype?

The full interactive Figma prototype is available — or let's connect and talk through the process.

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