A mobile device showing the Quests available for fans, and a larger device showing a single Quest page (Team Liquid Starleague 6).
Liquid+ Quests

Driving Engagement and Valuation Through Challenge-Oriented Experiences

Choose the Story

What we Built

Designed the Quests service for Liquid+ (Team Liquid’s fan engagement service) that gives fans more opportunities to directly engage with Team Liquid, and helps them learn how to build value with these experiences.

Impact

  • Over 100K users joined the platform in the first year.
  • Fan activation rate was 70%, and retention was 99%.
  • Engagement on digital platforms increased up to 150%.
  • More than 1.6B points were earned by fans, with 12+ users reaching the 1M point milestone.

The Problem

Team Liquid wanted to build a more personal relationship with fans and convert that affinity into a measurable relationship. But to do so, two things were needed:

  • a mechanism to drive engagement, and
  • a valuation framework.

The valuation framework the team chose was complex, and necessary to avoid long-term financial risk. But this also meant that it would be difficult for fans to understand how they could build value.

As a result, the team needed solutions to both motivate and drive fan engagement, and to help fans be successful in building value.

Goals

  • Provide fans with many different kinds of experiences.
  • Convert affinity into a measurable relationship.
  • Create challenges and experiences fans were excited about.
  • Create an easy to use and familiar experience.
  • Help fans learn how to be successful.

Process

  • Market research
  • User stories and information architecture
  • Exploration and design work (wireframing, prototyping, etc…)
  • User interviews, feedback, and testing
  • Preference testing

Some Insights and Learnings

  • Esports communities are really enthusiastic about giving feedback.
  • Even with the competitive nature of esports, fans didn’t enjoy challenges where they competed against each-other.
  • It’s never too late to start adjusting your approach to better serve your users.
A comparison of Quest components showing the fuzziness in context that changed in version two, and the Quest page becomming the center of focus.
A snapshot of a Mission showing the additional swim lanes for scanning, reviewing progress, and taking more actions.
A list of Quests components showing various levels of progress, and a mobile view of a Quest for TSL 6.
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