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PRODUCT DESIGN CASE STUDY / KALIBER

From match evidence to a next move.

Designing a gameplay review experience around one practical improvement a player can take into the next session.

My role
Product & interface design
Designed for
Ranked Valorant players reviewing their gameplay
Scope
Web product · coaching reports and a weekly practice loop
Project
KaliberInteractive demo
Kaliber / Product interface
Kaliber Valorant coaching homepage with a bright lime headline and account panel.
01 / THE PRODUCTActual website capture · September 2026

01 / THE STARTING POSITION

A problem
worth solving.

The context

Kaliber connects a gameplay report with drills, a weekly constraint, a seven-day plan, and a death ledger. These surfaces need to support one improvement loop rather than compete for the player’s attention.

The challenge

A report can explain many things that went wrong in a match without making it clear what the player should practice first. More analysis alone does not establish a useful next action.

THE DESIGN GOAL

Connect evidence, one weekly focus, and repeat practice in a coherent report-to-training journey.

02 / FINDING THE DIRECTION

What guided
the design.

01

Lead with a usable takeaway.

The player should be able to recognize the pattern they are working on before studying every supporting detail.

02

Keep advice connected to evidence.

Match context gives a coaching recommendation something concrete to refer to.

03

Design for the next session.

A training plan and a later review give the report a place in an ongoing routine.

03 / THE EXPERIENCE, STEP BY STEP

A path through
the product.

A flow map of the product experience, from the first action to the next useful step.

  1. 01Review

    Read the match report

    Start with a pattern and the match evidence that explains it.

  2. 02Focus

    Choose the weekly constraint

    Give the player a specific behavior to pay attention to.

  3. 03Practice

    Follow the seven-day plan

    Connect the focus to drills and repeated practice.

  4. 04Reflect

    Return to the death ledger

    Keep a record that can inform the next review.

04 / THE THINKING BEHIND THE INTERFACE

Decisions that
shape the experience.

01

A report with a hierarchy, not a wall of advice.

The product brings together observations, supporting evidence, and recommendations.

The design choice
Structure the experience around a recurring gameplay habit, with detail supporting that focus.
Why it matters
The hierarchy gives the player a route through the report and connects its parts to a recognizable question: what should I work on?
The consideration
A concise takeaway must remain connected to match context so that simplifying the report does not make the advice feel arbitrary.
02

A weekly constraint as the bridge to action.

A player can understand feedback and still struggle to apply it in a fast-moving match.

The design choice
Give the weekly focus a clear role between the report and the seven-day practice plan.
Why it matters
The constraint translates a broad improvement theme into a behavior the player can keep in mind during practice.
The consideration
A single focus creates clarity, but the player still needs to understand which situations it applies to.
03

Close the loop after the report.

A one-time analysis ends just as the player starts to practice.

The design choice
Connect drills, the training plan, and the death ledger as supporting parts of the same routine.
Why it matters
These surfaces make room for repeated practice and a later review instead of treating the report as the end of the experience.
The consideration
Tracking should support reflection without becoming a second task that overwhelms the practice itself.

05 / WHERE THE DESIGN LANDED

The outcome.
The next move.

The resulting experience

The interactive sample presents a coherent improvement loop: match evidence leads to a weekly focus, a practice plan, and a place to reflect. The hosted demo makes the report experience available for exploration.

What I take forward

The strongest design connection is between understanding and doing. The report needs enough context to feel grounded, while the practice plan needs enough focus to feel manageable.

What I would evaluate next

  • Observe whether players can explain their weekly focus after reviewing a report.
  • Check the transitions from supporting evidence to drills and the training plan.
  • Evaluate whether the ledger helps players reflect without adding unnecessary effort.

Explore a sample gameplay report. New video uploads and scans are unavailable on the current hosted demo.

Explore Kaliber (opens in a new tab)