Shipped 2020 · Live mobile game

Letting players feel the match in real time, mid-game

In a fast 1v1 football match, emotions change in seconds, but there was no lightweight way to show that feeling inside the match. This in-match reaction feature gave players a quick, football-specific way to express emotion in real time without interrupting live play.

Role

Behavioral research · Interaction design · Emotes

Timeline

Approximately 3 months

Team

UX designer · Game designer · Devs

Methods

Usability test · Playtest

Outcome

Emotional expression moved into the match

The game

A real opponent. A shared pitch. Real emotion

Football Stars isn’t a classic football simulation. Players arrange football pieces, aim, and shoot to score against another real player in a live 1v1 match. Matches are short, direct, and emotionally charged: every shot carries pressure because the opponent is right there on the same pitch.

Arrange

Position your pieces on the pitch

Aim

Line up the shot under pressure

Shoot

Score before your rival answers

My role

What I owned and what I contributed to

I own

I own

The football emote set built from real match moments, not generic stickers.

The in-match reaction interaction: fast, low-effort, and designed not to break focus.

The user flow for the feature.

Tap-to-report: an in-context safety action players could reach without leaving the match.

The final in-game reaction UI and screen design.

I contributed to

I contributed to

Quick Messages and Lobby Interaction as wider social additions around the match.

Playtest observation with the UX Lead, noting key player reactions.

Usability testing with 6 players.

Post-launch moderation response; word filtering and ban logic were handled by the team.

Post-launch moderation response; word filtering and ban logic were handled by the team.

Observation

The emotion was there. The game could not hold it.

The idea started with a simple team question: if football is naturally emotional and competitive, why did a live 1v1 match have no way for players to communicate?

To explore this, we ran internal play sessions with teammates and observed how they reacted during real matches.

In-the-moment reactions

Players were very emotionally reactive during the match. Goals, misses, and saves quickly triggered visible reactions like clenching fists, saying “yes!”, putting hands on the head, or talking trash.

Energy stayed outside the game

None of that energy reached the game. It stayed in the room, around the screen, without a way to become part of the match experience inside the game.experience inside the game.

The need for expression was clear. The hard part was the context:

In a live 1v1 match, players needed a way to express emotion instantly and visibly, without losing focus, blocking the pitch, or turning the game into a chat app.

Constraints

Designing inside a live match

A player mid-match need a way to react without taking attention off the pitch.

Continuous gameplay

Matches demand constant attention and uninterrupted control.

→ The UI couldn’t block the pitch or break the flow.

Speed of moments

Goals, misses, and saves happen instantly.

→ A reaction had to be reachable in one quick tap.

Gameplay focus

Players are already deep in gameplay decisions.

→ No thinking, no searching, no selection effort.

Real-time system

Live matches are sensitive to delay and interruption.

→ Avoid heavy features that could slow down or disrupt play.

Exploration

Three ways to communicate, only one fit live play

The reaction had to fit inside live play: quick enough to catch the moment, small enough to stay out of the way.

Voice

Voice was expressive, but too heavy for live play. Players needed a quick reaction, not an ongoing conversation that pulled focus.

Emotes

Emotes fit the moment. One tap was enough to react quickly and visually, without leaving the match or covering the pitch.

Typing

Typing didn't fit a live match. Between aiming, watching the pitch, and reacting in real time, there's no moment to stop and write.

Open chat wasn't dropped; it moved to the lobby, for banter between and after matches, where players actually have room to talk.”

The emote set

Designed from football moments

In-match reaction

Built to disappear the moment it's used

The in-match reaction had to disappear as fast as it appeared. It sat at the edge of the screen, asked for almost nothing, and got the player straight back to the ball. Three rules kept it out of the way:

Edge placement

The control and strip hug the screen edge. The pitch, where the game lives, stays fully visible.game lives, stays fully

The control and strip hug the screen edge. The pitch, where the game lives, stays fully visible.game lives, stays fully

Self-dismissing

The strip collapses on its own and reactions fade after a moment. Nothing waits for player attention.

The strip collapses on its own and reactions fade after a moment. Nothing waits for player attention.

Two taps, max

No menus, no navigation, no decision tree between the emotion and its expression.

No menus, no navigation, no decision tree between the emotion and its expression.

The wider social layer

Different moments needed different interactions

Emotes solved the hardest moment: reacting during live play, where players had no room to do more than tap. But the social energy observed outside the game didn’t only live in that split second.

To support that wider need, the feature expanded into two supporting layers:

Quick Messages

Football-specific preset lines for match moments quick enough to tease or respond without typing during play.

Lobby Interaction

Open chat outside live play, giving players room for rivalry, banter, and trash talk between games.trash talk between games.

Usability testing

Did it bring the emotion into the game?

Before launch, we ran a small playtest with six players in live 1v1 matches. The new social tools were available, but not explained upfront. We wanted to see whether players would use them at the right moments, without losing the rhythm of the match.

Would players notice the reactions?

Would they use them during real match moments?

Would it add emotion to the match?

5 of 6 players discovered the reactions and used them without prompting. Reaction use clustered around clear football beats: goals, missed chances, saves, and the pressure before a big shot.

Emotes became the strongest in-match layer. 4 of 6 players relied on them most, saying they carried the feeling faster because they matched the exact moment it happened.

The lobby served a different moment. 4 of 6 players used it between games for banter, teasing, and longer back-and-forth.

Because reactions appeared around real match moments instead of firing constantly, they read as emotion.

Launch and moderation

Banter exposed a safety gap

We shipped the feature and received positive feedback from players, but support tickets soon revealed a new problem: the same lobby that gave players room for banter between games was also being used for insults and offensive language.

The solution

Making it safe without making it heavy

We added a lightweight safety layer to the lobby: easy to reach in the moment, protective enough to act on abuse, and light enough not to interrupt the lobby flow.

Tap-to-report, in context

Players could report an offensive message directly from the lobby conversation.

A growing word filter

Reported offensive terms were reviewed by the team and added to a filter, so players could not send the same words again.

Warning, then short ban

Repeated offensive behavior triggered a warning first, then a short ban.

After the safety layer was added, support complaints dropped quickly. The drop gave the team a clear signal that the moderation response was reducing the most visible abuse in the lobby.

The result

Competition stopped being silent

Players gained a way to react inside the match.

Emotes became the strongest part of the release.

The lobby stayed social, safer, and usable.

What I learned

What stayed with me from this project is that you don't create emotion in a product by giving people more ways to express it you create it by tying expression to moments that already mean something. The emotes worked because they fired at goals, misses, and saves, not because there were many of them or because they looked good. A reaction with nothing behind it is noise; the same reaction at the right second is feeling. That's why I built the set from real match moments instead of generic stickers, and it's why players reached for them more than anything else we shipped. Now, whenever I work on something expressive a reaction, a status, any small signal between people I start from the moment it's attached to, not the feature itself.

Melika Alborzi

Product Designer

© 2026 Melika. All rights reserved.

Handcrafted in Framer

Melika Alborzi

Product Designer

© 2026 Melika. All rights reserved.

Handcrafted in Framer