Back to portfolio Joshua Chang
Case Study

Encouraging Ranked Play in League of Legends

A concept redesign of the ranked tab — making competitive play less intimidating for new players, and more rewarding for the dedicated ones.

Role
UX Designer
Team
Solo
Timeline
3 Weeks
Animated mockup of the redesigned League of Legends ranked tab
The Game

What is League of Legends?

League of Legends is Riot Games' flagship MOBA and one of the most-played PC games in the world. Teams of five pick from 160+ champions, each with their own abilities and playstyle, and race to destroy the enemy's base.

With a massive cosmetics economy and a booming esports scene, League spans the full spectrum of players — from the purely casual to the fiercely competitive.

League of Legends splash art
The Problem

Ranked is too intimidating for newcomers — and not rewarding enough for veterans.

MOBAs are notoriously hard to break into, and League is no exception.

A chaotic League of Legends teamfight in motion

Try getting a new player to explain what's happening here. (They probably can't.)

What players are saying

Player feedback: ranked feels unrewarding Video thumbnail about ranked frustration Player feedback on ranked Thumbnail: the problem with ranked Player feedback on ranked Thumbnail: ranked frustration Player feedback on ranked Player feedback: the difficult part of ranked

With a steep learning curve and a high bar to entry, growing the ranked community means making it inviting to the casual player — and worth the grind for everyone who shows up.

Research · Part 1

Why the leaderboard matters

I looked at the third-party tools players already rely on — OP.GG and U.GG — to understand what a leaderboard needs to feel useful.

OP.GG leaderboard
OP.GG
U.GG leaderboard
U.GG

Both spotlight the #1 player and show win-rates with clear graphs and percentages. The key difference: OP.GG also surfaces each player's top three champions — a small touch that makes the board feel personal.

The Gap

What League currently has

League's current ranked tab

The existing ranked tab is lackluster. Nothing connects a player to the leaderboard beyond a list of names, and the stats players actually care about aren't there. In practice, most players finish a game and leave the client entirely — opening a separate app or browser just to check their progress.

Research · Part 2

Why rewards matter

A survey of 41 players made the emotional gap clear.

92%
said the current rewards aren't enough motivation. The system pays you for playing, but the rewards don't set a clear competitive goal worth chasing.
100%
of competitive players said they often feel frustrated in ranked. Long, intense games with weak payoff drive frustration — and players away.

Ranked players are also the most engaged with the wider ecosystem — community events, esports viewership, other Riot titles. Converting casual players into ranked players doesn't just help ranked; it lifts everything around it.

Ideation

Four core needs

Before sketching anything, I organized the survey responses into the four needs that came up most.

Four core user needs from research
The Solution

The revamped ranked tab

Motivating the newcomers, rewarding the veterans — all inside the client, so players never need to leave to see how they're doing.

Redesigned leaderboard with profile pictures and top champions

A personal leaderboard

Profile pictures and each player's top three champions make the board feel like people, not a name list.

A stats tab

CS, KDA, and vision — the numbers players were leaving the client to find — now live in the tab.

A reward progress bar

Clear milestones and the next goal, always in view, so the grind has a visible payoff.

MVP matches

The player's three best games, surfaced so they can rewatch and learn from their own peaks.

MVP matches view in the redesigned ranked tab
Wireframing

From needs to structure

The research set the priorities: stats like KDA, CS, and vision; a board that feels personal with top champions; rewards tied to attainable goals; and a dedicated space to track progress.

Leaderboard wireframe
Leaderboard
Rewards tab wireframe
Rewards tab
MVP matches wireframe
MVP matches
Rewards System

Milestones worth the grind

Rewards apply the moment a player hits a milestone — the divisions within each rank (I, II, III, IV) — all the way up to Diamond. Master and above have no divisions and, per the research, are already competitive enough not to need the extra nudge.

But everyone who invests the time deserves the payoff. So at season's end, players can still claim every milestone they've passed.

Example: a Platinum III player can go back and collect all the earlier rank milestones — Gold, Silver, Bronze, Iron.

Reward milestones by rank
Reflection

What I took from it

This was a passion project, and it showed me how much research design hinges on the questions you ask. My first survey was worded loosely and some responses came back unusable — once I tightened the questions, the answers got sharp enough to actually build on.

The most rewarding part was the design system. After reading Riot's published design blog, I studied League's typography, color, and hierarchy closely and worked within it, rather than imposing my own style. Seeing how they build something intricate yet seamless gave me a real respect for the craft — and the discipline of designing inside someone else's system is a skill I wanted to prove I had.

Next, I'd run more usability testing and explore bringing the same system into the post-game screen.

Thanks for reading.

Head back whenever you're ready.

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