Sean Chang — Product & UX Designer
Sean Chang logoSean ChangProduct & UX Designer {{ caseName }}—{{ sectionName }}

Complex systems,made to feel {{ rotWord }}

I'm Sean, a product designer with 14+ years of experience across games and digital products. My work brings together product thinking, interaction design, and visual craft.Learn more about me→

One thing I believe:Everything in between is a shade of gray.

Let's connect.

Want to know more about me or my work? My inbox is always open.

01 — Slope (Closed Beta)

Reframing Job Tracking

Using game design and dark humor to recognize effort when job searching brings no results.

Role
Product Design, User Research, Interaction Design
Focus
Product Pivot, Game Design Thinking, Emotional Design
Platform
Responsive Web, Chrome Extension (prototype)
Status
Closed beta

The goal isn’t to make job searching a game. It’s to make the effort behind it feel recognized.

The Problem

Job seekers control the applications, the interview prep and the follow-ups. They don’t control whether anyone replies. Over a long search, that gap wears people down.

In your control
ApplyPrepareFollow up
The effort is real.
Out of your control
RepliesInterviewsOffers
The outcome is uncertain.
Where Slope started

A better way to find jobs

The first version assumed people needed help finding jobs. It offered job discovery, daily recommendations, application tracking and a light layer of gamification.

Untested assumption
Early Slope screens built around job discovery
Early Slope — built around job discovery and daily recommendations
Early Slope Journey screen
Early Journey — a light layer of gamification

Research & Discovery

I showed the early Slope to potential users and talked with them informally: first impressions, how they already search, and how they reacted to each concept. These were open conversations, not a formal usability study.

The difference wasn’t obvious.

At first glance, Slope looked like another job search product.

They already had ways to find jobs.

No one asked for another set of recommendations.

The rock was what caught their attention.

Pushing a rock uphill got people talking about what their search actually felt like.

They weren’t interested in another job recommendation tool. They were interested in the experience of pushing forward.

The Pivot

If people already had ways to find jobs, Slope didn’t need to be another job board. I moved the focus to what happens after someone applies, and used application tracking, the journey and game mechanics to make that effort visible.

BeforeFind more jobs
Daily job recommendationsJob discoveryApply & confirm
AfterMake effort visible
Application trackingGamified journeyLong-term progressEmotional support

Drop job discovery as the core

Stop trying to replace the way people already search.

Put the rock at the center

Turn a fun visual reward into the metaphor for progress across the whole product.

Focus on what happens after applying

Tracking, waiting, rejection, and staying steady through a long search.

Designing Around Existing Habits

People already had job sites they liked using. So instead of asking them to change how they search, Slope fits around it. That gave the product two places to live.

Application tracking

Logging is quick, updating is quicker

Add a job you’ve already sent with just a company and role. The stage and job link are optional. Stage is a single tap on the row, and the active list puts the furthest-along application first.

The tracking is plain and practical. The game sits on top, so it never gets between you and your applications.

Implemented
{{ stageDemo }}
Tap the stage to move an application forwardSample data · not real applications
Chrome extension side panel

Track jobs right next to the job site

Applying happens on LinkedIn, Greenhouse and company career pages. A side panel stays open next to those sites, so you can log or update an application without switching to another tab.

With limited space, it shows only what you need right then: new applications picked up from your inbox, the ones that need a quick review, and your active list. Everything else lives in the full Slope app.

Interactive prototype · Not yet implemented
job-boards.greenhouse.io/figma/jobs/product-designer
S
FIGMA · SAN FRANCISCO Product Designer
Submit application
SlopeCAMPAIGN 02 · DAY 64
INTERVIEW · ROCK LV 3
ADDED FROM YOUR INBOX Linear Product Designer · Applied today
EditUndoOK
ACTIVE APPLICATIONS18
PinterestINTERVIEWProduct Designer11d
SpotifyFINALSenior Product Designer5d
AsanaAPPLIEDInteraction Designer16d
ShopifyAPPLIEDProduct Designer18d
+ Add application manually
Concept — Slope beside a job posting, with an application picked up from the inboxSample data · not real applications

Meet users where they already are

Two places, one rock. The side panel handles the quick stuff while you’re applying. The full app is where you step back and look at the whole search.

Side panel · while you applyOn the job site
Log a job the moment you applyConfirm applications found in your inboxChange a stage in one tap
Full app · when you step backIn Slope
See every application and its historyWatch the rock, milestones and achievementsDecide on offers and how a campaign ends

Turning Effort into a Journey

Slope turns everyday effort into a journey worth recognizing. Each application you send becomes a push up the mountain. The rock is your search, and it moves only when you do.

Journey — the rock is your search, and every application pushes it further upSample data · not real applications
Reward effort, not outcomes

The rock grows with every push

Sending an application moves the rock. Moving to a later stage pushes it higher. Rock levels, milestones and achievements all count things you actually did.

There are no daily quotas and no streaks to break. A job search is already stressful enough without a counter judging your week.

LV1
Level 1 rock
1
LV2
Level 2 rock
5
LV3
Level 3 rock
10
LV4
Level 4 rock
20
LV5
Level 5 rock
35
LV6
Level 6 rock
55
LV7
Level 7 rock
80
LV8
Level 8 rock
100
LV9
Level 9 rock
150
LV10
Level 10 rock
200
Applications sent to reach each level
The rock grows with every application sent — level 1 at your first, level 10 at 200
Milestones timeline
Milestones
Achievement cards for applications sent
Achievements
Silence is a state, not a failure

No reply isn’t automatically a no

An application that goes quiet stays where it is. It gets marked as quiet instead of failed. When a rejection does come, the rock rolls back to the next highest stage, and the copy says so plainly.

The humor is a little dark, on purpose. It admits the setback without pretending it doesn’t hurt.

“Intercom said no. That one had altitude. Back to interview.”

When the leading application is rejected, the rock rolls back — never to zero
The campaign

A search is months, not moments

A campaign follows the whole search, measured by day. It holds every application, milestone, achievement and setback in one history.

An offer brings the rock to the summit. From there, you choose: accept, decline, or decide later. If you end without an offer, you can still keep climbing or close the campaign. Either way, the decision is yours.

Summit — an offer reaches the topSample data · not real applications

Outcome & Reflection

What I built

Every step so far, planted like a flag on the way up.

01 · DoneRepositioned Slope around early user feedback
02 · ImplementedMoved the core from job discovery to tracking + a journey
03 · ImplementedRock progression, milestones, campaigns, emotional feedback
04 · PrototypeChrome side panel built around existing habits
Pushing now
05 · Closed betaFrom prototype to a real, deployed product

Slope hasn’t yet shown that it improves mood, retention or job search success. That’s still to be tested.

What I learned

I started Slope thinking people needed a better way to find jobs. Early conversations challenged that. People already had ways to search. What caught their attention was the rock and the experience behind it.

That shifted my focus from helping people find more jobs to helping them recognize the effort they were already making. The biggest lesson was knowing when to let go of an idea and build around what actually resonated.

What’s next

The trail past this point is still unmapped. Five questions the closed beta needs to answer:

?
01Staying powerSlope scans email automatically, with manual edits as backup. But when replies take weeks, will it still feel worth opening?
?
02Side panelDoes it help, or does it end up feeling intrusive?
?
03The rockDoes growing the rock push people to apply more actively?
?
04CampaignDoes it help long-term job seekers make sense of their search?
?
05Dark humorDoes it land at every stage of a search?
Next case study — 02Navigation Standardization
Read next case
04 — Episode: Reality Stars

From Player Insights to Product Experience

How research and testing shaped a new storytelling game built around exploration, self-expression and collection.

Role
Product Design, UX Design, Concept UI, User Research & Testing
Deliverables
User Flows, Wireframes & Hi-fi UI, Prototype, User Testing Report
Platform
iOS & Android
Team
Worked with the game producer

The Pivot

After an earlier game project didn’t work out, our team shifted direction while reusing parts of the existing technology and art assets.

The new concept started with dress-up and collecting fashion designers. But we still needed to understand what would keep players engaged beyond collecting.

Working closely with the producer, I explored new opportunities through competitor research, player interviews and early testing. These findings shaped the direction that became Episode: Reality Stars.

Understanding Players

We had a concept. We needed to know if players would care about it, and why.

Competitor research notes

Competitor research

I played comparable games from Day 0 to Day 3 and documented their onboarding, monetization, UX patterns and what kept players coming back.

Phone interviews with players

Player interviews

With the producer, I ran phone interviews with players who play and spend in Episode, to learn their habits and why they buy.

What we found

Collecting alone wasn’t the hook. Players wanted a story that reacts to them.

ExploreThey want to see their choices change the world.
ExpressCustomization is how they show who they are.
CollectThey’ll spend time and money on things they love.
ChoicesThey want an open story with characters they choose.

Turning Insights into Experience

Each insight became one feature. Together they form the core loop of the game.

ExploreMap system
Players told usThey want to see their choices change the world.
So we builtA map instead of a linear stage flow. Players travel between locations, attend events and meet characters on their own path.
Map system with locations across the city
ExpressDress up
Players told usCustomization is how they show who they are.
So we builtAvatar creation and dress-up. Events come with dress codes, which gives players a reason to keep collecting.
Dress-up screen with outfit options
CollectFashion brands
Players told usThey’ll spend time and money on things they love.
So we builtBrands work like stores. Players shop for outfits, build a collection and unlock better styles as their brand relationships grow.
Brand store with collectible outfits
ChoicesRelationship stories
Players told usThey want an open story with characters they choose.
So we builtInstead of dialogue choices in one storyline, every event and character can lead to a different relationship story.
Story choice with actions such as Go Live and Confront

Testing & Learning

On usertesting.com, players tried the first 20 minutes of an early prototype. I wrote non-leading questions, watched them play and shared the findings with the team.

20 of 20 found it very engagingEvery player rated it very engaging on the satisfaction question.
12 of 20 called it “interactive”The word they used most to explain why they liked it.
12 of 20 would keep playingThey planned to go back to the game after the survey.
20 of 20 talked about choosing outfitsNot about the outfits they owned. The collection wasn’t landing.

The key change: make the collection visible

Players loved picking outfits but didn’t feel they were building anything. I redesigned the brand screen to put the collection front and center, and simplified the content around it.

Before: brand screen After: brand screen with visible collection
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Outcome

Episode: Reality Stars launched publicly following multiple rounds of research, testing, and design iteration. The final experience showed improvements in Day-1 retention and early conversion during testing.

Top-chart performance

Peak rankings on the U.S. App Store.

#{{ epFree }}US Free Apps
#{{ epGross }}Top Grossing

What I Learned

A concept is just an assumption until players react to it. Research helped us find a direction. Testing challenged what we were most confident about: collecting.

Next case study — 01Reframing Job Tracking
Read next case
03 — War Dragons

Building Live Ops from 0 to Scale

Designing a live event platform from scratch, then evolving it as the game grew.

Role
Product Design, UX/UI Design, User Research & Testing
Deliverables
End-to-end Flows, Wireframes & Hi-fi UI, Prototype, User Testing Report
Platform
iOS & Android, in-game web view
Years
2015 to 2021

Overview

War Dragons is a 3D real-time strategy game. I designed its first Live Ops platform: an in-game web view that runs time-limited PvP events and seasons, and lets the team ship new content every week without an App Store release.

As Live Ops grew, so did the platform. Years later I came back to what I had built, looked at it with fresh eyes, and redesigned it so it could keep scaling.

Phase 1 0 → 1 The first release. A new PvP event platform, built from scratch in a web view.
Phase 2 Growth Live Ops expands. Weekly events, seasons, gacha and leaderboards pile on.
Phase 3 Scale Redesign for scale. Rethinking the platform so it can keep growing.

The first release

A social PvP feature players would stick with, built in a web view so the team could ship new events every week.

Who it was for

Our focus group showed two kinds of players.

VIP players
Set the tone
vs
General players
Still finding their way
Highly competitive Play style Competitive, at their own pace
Enjoy mastering complex rules Rules Willing to learn the feature
Build connections in the game Social Want to play with friends
A strong, loud voice Community Mostly quiet

GoalHelp general players grow into VIPs

How I worked

Every round of testing fed back into the design. This loop kept running long after launch.

01Discover issues
02Explore solutions
03Test the design
04Review feedback
Each loop moves the feature forward
01
Discover issues
User researchStakeholder discussionsFeature requirements
02
Explore solutions
Task flowsWireframes & mockupsPrototypingDesign review
03
Test the design
Qualitative usability testingBenchmark testingAccessibility evaluation
04
Review feedback
Analytics reviewFeedback reviewSurveys

From journey to wireframe

I mapped where the feature sat in the player journey, tested the web view with engineering, then explored layouts.

User goals map
User goals
High-level flow
High-level flow
Internal function testing build
Internal testing with engineering
Web view wireframes
Wireframes

From one event to a season

We launched with one PvP event and shipped a new one every two weeks. Once we had twenty, the six that worked best went into rotation while new events kept coming. Then we layered on leaderboards, team bonuses and finally seasons: one big event that wraps the six in rotation.

BuildA new event every two weeks
Starting from a single PvP event, until there were twenty.
CurateKeep the best six
The top six rotate. New events keep joining the pool.
SeasonWrap it into something bigger
Leaderboard
Team bonus
Season
Leaderboards and team bonuses run across a season of six rotating events.
Live Ops on a regular rhythm→

Growing complexity

As events piled up, Live Ops grew bigger and we kept testing new features. The platform got more complex, and players found it harder to understand events and new features. Our player experience team often had to explain them in the community.

Event menu that drifted from the game
Drifted from the game
Features shipped fast, each with its own look. Next to the rest of War Dragons, it started to feel like a different game.
Bonus screen with mixed interaction models
Mixed interactions
Each new feature brought its own interaction model, so players had to relearn simple tasks.
Rules screen with ungrouped information
Information overload
More rules and rewards, with no grouping. Players couldn’t find what they needed.

How might we let Live Ops keep growing without the platform getting harder to use?

Redesigning for scale

I went back to my own design and rebuilt it around a few key decisions, each meant to hold up as more content arrives.

Design goals

Players were struggling to keep up, and every new event made it worse. The redesign had to make Live Ops easy to follow again, without slowing down how fast we could ship.

ConsistencyFeels like one game
FlexibilityOne template, any event
DelightSomething fun and engaging

From goals to decisions

Each decision below serves one or more of these goals.

UX→Flexibility

A structure that scales

I listed every function with the PM again and reorganized the information so new events slot into existing places.

Information structure for Live Ops
Navigation→Consistency

Borrow what players already know

The web view adopted the main game’s navigation system. Players stop thinking about where they are, and complex screens get fewer mis-taps.

Navigation format with back button and edge navigation
Visual & interaction→ConsistencyDelight

Make it one game again

With visual designers, I turned the wireframes into mockups that share the game’s visual language and repeat the same interaction patterns.

Wireframes to final mockups
Validation→ConsistencyFlexibilityDelight

Check it with players

We previewed the redesign with the community, then invited VIP and active players to try it and tell us what they thought.

We asked
Is navigation easy?Are the event rules clear?Is it easy to talk to other players?
VIP players
Active players

Final experience

Same game, same navigation, clearer information.

Before: team bonus screen After: team bonus screen
{{ baLabel }}
Prizes and ranksGlory
Team bonusesAtlas questsPoints achievements

Outcome & impact

Soon after the first release, Live Ops became War Dragons’ most important driver of revenue. The redesign made sure it could keep scaling up.

A platform that scales

The redesign turned a single feature into a foundation for ongoing Live Ops.

Weekly updatesNo App Store wait
One templateEvents, seasons, rewards
Fast experimentsTry, learn, adjust

A top-grossing game

Live Ops kept the game competitive in one of the toughest categories on the App Store.

Top {{ topN }}U.S. iPhone top grossing · 2017

Players liked it

In the 2021 player survey, the community response was overwhelmingly positive.

{{ fbN }}%Positive feedback · 2021 survey
Next case study — 04From Player Insights to Product Experience
Read next case
02 — War Dragons

Navigation Standardization

One navigation system for a game that grew screen by screen.

Role
Product Design, UX Design, Concept UI, User Research & Testing
Deliverables
End-to-end Flows, Wireframes & Hi-fi UI, Prototype, Usability Report
Platform
iOS & Android
UX Director presented
GDC 2019

Overview

Two years after launch, War Dragons had grown feature by feature, team by team — but its navigation hadn't kept up. With more features on the roadmap, we set out to replace it with one consistent system that new players could learn once and use everywhere.

Problems

Working with the UX Director, I audited the existing UI and found three core problems.

Screens from the original navigation
Hard to navigate
Features added by multiple teams over the years broke mobile game UI conventions.
Cluttered
Pop-ups stacked on pop-ups, packed with information and no clear hierarchy.
Inconsistent
The same action lived in different places on different screens, so nothing learned carried over.

How might we make War Dragons easier to learn, simpler to use, and consistent everywhere?

Goals

Each problem became a goal for the new system.

Hard to navigate→Standardized
Lower the learning curve for early-game players.
Cluttered→Simplified
Easier-to-reach controls that improve quality of life.
Inconsistent→Consistent
One navigation model that builds understanding — and with it, retention and LTV.

Research

I studied popular games in other genres to see where mobile UI was heading and which patterns players already understood. Then I mapped our own flows to find where we fell short.

Competitor research across six games
Competitor research — six top games across Action, RPG, Strategy and Sports
UX core loop analysis
Core loop analysis — every task flow mapped to locate pain points

A navigation framework

One layout rule for every screen, so players always know where to look.

Screen architecture: back button and edge navigationNavigation elements within thumb reach
Back
Top-left, always
A fixed back button flattens the hierarchy — no more hunting for the way out.
Edges
Sub-navigation within reach
Menus sit along the left and right edges, inside a natural thumb range.
Center
Content gets the stage
Horizontal-scroll content fills the middle, free of competing controls. When an edge case needs a second layer of hierarchy, it sits in the green area, but it and the left navigation together never take more than half the screen.

Iterations

The framework was tested on the Roster feature first, then refined with real players.

Wireframe→Prototype

From layout to something testable

Concepts became basic layouts mapped against the full task flow. After an internal review, those wireframes turned into a clean hi-fi mockup and an interactive prototype for early tests.

Roster filter wireframe flow Roster filter mockup and prototype
Testing

Put it in players' hands

I ran on-site A/B tests with 10 players and scored each build with the System Usability Scale. VIP players also got a restricted build and told us honestly what worked and what didn't.

Player testing the new build
On-site sessions with players
SUS usability testing results
SUS scores and notes
Refine

Repeat until it works

Feedback decided where we went next. Small changes went straight back into the prototype. Edge cases sent us back to the wireframes. We repeated this until players moved through the game without getting lost.

01
Wireframe
02
Prototype
03
Test
04
Feedback
Small changes → prototype Edge cases → wireframe
Players satisfied→Ship

Final design

Map view on deviceRoster on device
StoreMailGlyphs and relics

Results

The navigation redesign shipped to all players. Over the following months, the numbers moved in the right direction.

Players stayed longer, and spent more

Once getting around the game felt easier, players spent more time in it. Revenue per daily user followed.

Android · Jun to Oct 2018Time spentARPDAU
+30%Time spent
+27%ARPDAU
JunJulAugSepOct

Redrawn from the original analytics chart

More new players stuck around

A consistent layout meant less to relearn on every screen. Early player retention went up, which mattered most for long-term value.

+10%Early player retention
Before
After

Results presented publicly at GDC 2019

Next case study — 03Building Live Ops from 0 to Scale
Read next case
Sean Chang

Hi, I'm Sean.

I'm a product and UX designer with 14+ years of experience across games and digital products, turning complex systems into intuitive and engaging experiences.

I've spent most of my career in fast-paced, collaborative environments where priorities shift and challenges rarely have clear answers. My background in gaming has shaped how I think about user motivation, engagement, and problem-solving.

My design philosophy is rooted in thoughtful problem-solving and strong craft. I believe great design comes from navigating the gray areas, making deliberate trade-offs, and finding the right balance between user needs, business goals, and technical constraints.

Product & Systems
Product Design, UX Strategy, Complex Systems, Design Systems
Interaction & Prototyping
Interaction Design, Rapid Prototyping, AI-assisted Design
Visual Craft
UI Design, Visual Design, Brand Identity