Case Study

Avatar Frames for NFL Super Bowl Slots

AI-Augmented Feature Development.

Exploring how AI can accelerate feature development from early concept through UX and UI.
Duration
3 DAYS
Scope
CASE STUDY · 7 MIN READ
AI Software
Claude Design, Claude Code, ChatGPT, Figma Make, Firefly, DaVinci
Pipeline
  1. 01 Feature Definition
  2. 02 Assumption Mapping
  3. 03 Research & Insights
  4. 04 UX / Prototype
  5. 05 UI

* This is an independent conceptual case study created for portfolio and educational purposes. The concepts, designs, and workflows presented here are not affiliated with or created for Product Madness. Any references to an existing game are used solely to illustrate how AI-assisted workflows could be integrated into an established product experience.

01

Define the feature

Framing the concept, the player problem, and the hypothesis worth testing.

AI in the workflow
Feature Definition

Using ChatGPT as an ideation partner, I provided the feature concept, player problem, and initial hypothesis. AI helped challenge assumptions, explore different perspectives, and refine the thinking into a focused product hypothesis.

Feature Concept — Avatar Frames

Avatar Frames introduce a new layer of player identity and personalization to NFL Super Bowl Slots. Players can earn, collect, and equip cosmetic frames representing team affiliation, progression, achievements, seasonal events, and other accomplishments.

The feature gives players a visible way to express who they are, what they support, and what they have accomplished.

The Opportunity

NFL Super Bowl Slots already creates a strong sense of team identity. I saw an opportunity to extend that experience by giving players more ways to express their individual identity, achievements, and status.

Drawing from my experience developing Avatar Frames for Big Fish Casino, I explored how a similar system could be adapted around NFL fandom, achievement, collection, and progression.

This case study uses Avatar Frames to explore how AI can accelerate feature development from early ideation and player insights through UX, and UI while keeping product and creative decisions in the hands of the team.

Product Hypothesis

Giving players visible ways to express their team identity and accomplishments will increase the perceived value of progression and rewards while creating a stronger foundation for future social features.

Identity

This is who I am.

Achievement

This is what I've accomplished.

Status

This is what I've earned.

02

Define what we need to validate

Before investing in UX and visual design, I wanted to identify the assumptions behind the feature and determine what needed to be validated with players.

AI in the workflow
Assumption Mapping

I used ChatGPT to pressure-test the initial feature hypothesis, surface assumptions I may have overlooked, and organize them into areas for validation. AI expanded the areas worth exploring; I evaluated and prioritized the assumptions most relevant to the feature.

Assumption 01
Identity matters
Needs validation

How strongly players want additional identity expression.

Assumption 02
Visibility creates value
Needs validation

Whether visibility actually increases perceived reward value.

Assumption 03
Collection motivates
Needs validation

Whether frames influence engagement or participation.

Assumption 04
Simplicity matters
Needs validation

How much customization players actually want.

03
Research & Insights

Research planning

With the core assumptions identified, the next step was translating them into research questions that could validate whether Avatar Frames would provide meaningful value to players.

AI in the workflow
Research Planning

I used ChatGPT to expand the question space, organize questions around the core assumptions, and identify potential gaps in the research plan. I then refined and prioritized the questions most relevant to the feature hypothesis.

Player Identity

  • How important is NFL team identity outside of the core gameplay experience?
  • What aspects of their player identity would players most want others to see?

Collection & Rewards

  • What makes a cosmetic reward feel worth earning?
  • Which types of frames would players value most: team, achievement, event, rarity, or progression-based?

Social Visibility

  • Do players value rewards differently when other players can see them?
  • Where would players want their identity and accomplishments displayed?

Usability & Complexity

  • How much customization do players actually want?
  • Would another collectible system feel rewarding or overwhelming?
Research & Insights

Validation & findings

Without access to live players for this conceptual case study, I used ChatGPT to simulate a range of player perspectives and pressure-test the feature hypothesis before moving into UX.

These simulated perspectives are NOT Consumer Insights and are not a substitute for player research or usability testing. In a production environment, these assumptions would need to be validated with real players. Here, AI is used to broaden the perspectives considered, surface potential risks and opportunities, and help identify what should be explored during prototyping.

AI in the workflow
Scenario Testing

I prompted ChatGPT to respond to the research questions from the perspective of players with different motivations and behaviors. Rather than asking ChatGPT to validate the feature, I intentionally used it to generate both positive and critical reactions to challenge the concept from multiple perspectives.

Simulated Player Perspectives

Identity Driven
The Team Loyalist

“I'm a lifelong fan of my team. If I've chosen them in the game, I'd want my profile to represent that too. I'd probably use a frame tied to my team or something I earned during the season.”

Potential signal

Team affiliation could be a strong foundation for player identity.

UX consideration

Explore team-based frames as an accessible entry point into the system.

Progression Driven
The Achiever

“A basic team frame wouldn't mean much to me if everyone gets one. I'd rather equip something that shows I completed a difficult challenge or participated in a special event.”

Potential signal

Achievement and exclusivity may increase the perceived value of a frame.

UX consideration

Explore frames as visible representations of progression, milestones, and accomplishments.

Low-Friction Player
The Relaxer

“I mostly play to relax. I don't spend much time changing my profile. If I earned something cool and could equip it right away, I might use it, but I wouldn't want to dig through a bunch of menus.”

Potential signal

Deep customization may not appeal to players primarily motivated by relaxation.

UX consideration

Explore one-tap equip when a frame is earned, with deeper customization available for players who want it.

Collection Driven
The Collector

“I'd want to see which frames I've earned and which ones I'm still missing. Limited frames during the playoffs or Super Bowl would give me something else to work toward.”

Potential signal

The collection itself could become part of the motivation.

UX consideration

Explore a collection view with earned, locked, rare, and limited-time frames.

Socially Indifferent
The Solo Player

“I don't really care what other players see on my profile. I'm mostly playing for myself.”

Potential signal

Social visibility alone may not provide enough value for every player.

UX consideration

The system should also create value through personal achievement, collection, and customization rather than relying solely on social status.

What Did Scenario Testing Surface?

Assumption Simulated Perspective What Still Needs Validation
Identity matters Potentially strong for team-driven players How strongly players want additional identity expression
Visibility creates value Value may vary significantly by player motivation Whether visibility actually increases perceived reward value
Collection motivates Potential opportunity for collectors and achievement-driven players Whether frames influence engagement or participation
Simplicity matters Low-friction interactions may be important for relaxation-oriented players How much customization players actually want
Decision

Move Into UX Exploration

The simulated perspectives surfaced enough potential value to continue exploring the concept, while also identifying important risks and unanswered questions.

Recommendations
Make identity immediate.

Team affiliation should provide an intuitive starting point.

Make achievement visible.

Frames should have the potential to communicate what a player has earned or accomplished.

Make collecting discoverable.

Players who are motivated by collection should be able to understand what they own and what remains available to earn.

Keep participation low-friction.

Players should be able to equip a newly earned frame quickly without being forced into a deeper customization flow.

Don't depend entirely on social status.

The feature should provide value through identity, achievement, and collection even for players who aren't socially motivated.

Where AI Stops

AI helped expand the perspectives considered and identify questions worth exploring, but it did not validate the feature.

In a production environment, Consumer Insights, player interviews, behavioral data, and usability testing would remain essential before making significant product decisions. AI can help teams identify assumptions and potential edge cases earlier, making real player research more focused, it should not replace it.

04

UX Exploration & Prototyping

With the feature hypothesis defined and key UX considerations identified, the next step was exploring how Avatar Frames could fit into the existing player experience.

The goal at this stage was not visual polish. It was to determine where the feature should live, how players discover it, and how they move between earning, equipping, and managing their collection.

AI in the workflow
UX Exploration

I used ChatGPT as a UX thought partner to explore multiple ways Avatar Frames could integrate into the existing experience.

I provided the feature requirements, player considerations, and product constraints, then used Claude Design and Figma Make to generate alternative interaction models, identify potential friction points, and surface edge cases.

Claude Design and Figma Make accelerated the exploration of possible flows. I evaluated the alternatives and selected the direction that best balanced discoverability, simplicity, and collection depth.

UX Direction

Discovery happens through rewards.

When players earn a frame, they can immediately preview and equip it.

Management happens through the profile.

Players can access their equipped frame and collection through their existing player identity.

Deeper engagement happens through the collection.

Players who want more depth can browse earned, locked, limited-time, and achievement-based frames.

Core Flows

Quick Path
Earn Preview Equip
Deep Path
Profile Frames Collection Frame Details Equip

The quick path keeps the experience lightweight for casual players, while the deeper path gives collectors and achievement-driven players more control.

Prototype Scope

The initial prototype focuses on the minimum interactions needed to evaluate the feature:

  1. 01
    Frame Earned

    A player receives an Avatar Frame through gameplay, progression, or an event.

  2. 02
    Reward Preview

    The frame is shown around the player's avatar with context explaining how it was earned.

  3. 03
    Equip Now

    The player can equip the frame immediately with one action.

  4. 04
    Player Profile

    The equipped frame becomes part of the player's visible identity.

  5. 05
    Frame Collection

    Players can view earned and locked frames.

  6. 06
    Frame Details

    Selecting a frame reveals its source, rarity, requirements, and status.

  7. 07
    Equip / Change

    Players can switch their equipped frame from the collection.

What the Prototype Needs to Answer
  • Can players immediately understand what an Avatar Frame is?
  • Is it clear why and how a frame was earned?
  • Can a frame be equipped without unnecessary steps?
  • Can players easily find their collection later?
  • Is the distinction between earned and locked frames clear?
  • Does the system provide enough depth for collectors without overwhelming casual players?
AI in the workflow
Rapid Prototyping

I used Claude Design and Figma Make to turn my UX direction and wireframes into a functional interactive prototype.

I defined the feature logic, user flows, information hierarchy, and interaction requirements, then iterated with Claude Design and Figma Make on the implementation until the prototype reflected the intended experience.

05

UI Design

Turning the validated UX direction into a scalable visual system.

AI in the workflow
Visual Exploration

Before moving into final UI, I used the same UX direction and wireframes across multiple AI tools to explore how each interpreted the visual system. The outputs varied significantly in hierarchy, product fidelity, component treatment, and visual style. Rather than selecting one output as the final design, I evaluated the strengths and weaknesses of each to understand where AI could and couldn't accelerate UI development.

AI Tools for UI Design

The same UX direction and wireframes run through five AI tools, compared on what each contributed and where each fell short.

Tool Comparison

Tool What it did well What I'd take from it Main weakness
Claude Preserved the original wireframe structure and interaction architecture. Structure · UX fidelity Least visually resolved; felt more like a skinning pass than production UI.
ChatGPT Strong hierarchy and consistent interpretation across screens. Hierarchy · UI system Polished, but didn't consistently feel native to the existing product.
DaVinci Strong exploration of frame designs and collectible presentation. Frame design · Collectibility Weaker system consistency across the full experience.
Firefly Captured the game's existing visual language most effectively. Brand fidelity · Game integration Generated details became inconsistent and required significant designer cleanup.
Figma Produced the most cohesive and editable UI system across the full flow. Components · Layout consistency Structurally strong but visually generic compared with the established product.

What I Learned

AI was more effective at expanding UI exploration than producing production ready UI.

Because NFL Super Bowl Slots already has an established design language and component system, an experienced UI team could likely reach a consistent, implementation ready solution faster by working directly within that system.

For a new product without an established visual direction, these tools could be significantly more valuable for exploring visual territories and aligning on direction before final design.

Where AI Stops

None of the outputs were production ready. Final UI still requires a designer's understanding of the product system, interaction patterns, brand standards, accessibility, consistency, and implementation constraints.

CONCLUSION

AI tools accelerated exploration, not decision making. Over three days, I used AI across feature definition, assumption mapping, research planning, UX exploration, prototyping, and UI design to see where it could meaningfully accelerate the product design process. The biggest advantage wasn't generating a finished feature faster. It was increasing the number of ideas, perspectives, and directions I could explore before committing to one. AI was most effective as a thought partner helping challenge assumptions, surface edge cases, explore alternative flows, and rapidly turn ideas into something tangible enough to evaluate. Where it became less effective was closer to final execution. Production ready UI still requires deep product context, an established design system, collaboration across disciplines, and designer judgment. The opportunity I see isn't replacing the product design process with AI. It's using AI to make the early stages of that process faster, broader, and more iterative while keeping the decisions with the team.

This is an independent conceptual case study created for portfolio and educational purposes. The concepts, designs, and workflows presented here are not affiliated with or created for Product Madness. Any references to an existing game are used solely to illustrate how AI-assisted workflows could be integrated into an established product experience.