MENTOROID · UI/UX DESIGN

Designing an AI coach that knows when to speak.

An AI coaching assistant for Dota 2: hero suggestions before a match, voice guidance during it, and clear insights after it.


Dota 2 players have plenty of stats but no help in the moment. In 4 weeks, we turned a broad “AI gaming coach” idea into a development-ready product. I designed the screens around the match: pre-game strategy, Game History, Player Profile with subscriptions, voice coaching settings, and Steam login.

Role

UI/UX Designer, GeekyAnts

Timeline

4 weeks, 2025

Platform

Web · Figma

AT A GLANCE

From dashboard to coach, across the whole match.

01

Before the match

A pre-game plan with goals and focus areas, instead of hero stats to browse.

02

During the match

Short voice guidance, instead of an on-screen overlay competing for the player’s eyes.

03

After the match

Patterns, and whether coaching helped, instead of a list of games.

01 · THE CHALLENGE

How do you make an AI helpful without distracting a player who’s already at full attention?

Dota 2 decisions happen in seconds, but players only learn after the match, from replays, tutorials or coaches. Many play hundreds of matches without knowing what they’re doing wrong.


Mentoroid set out to coach players while they play.

Constraints

01

AI response times

Coaching had to feel useful without breaking the player’s focus mid-match.

02

Imperfect game reads

The AI couldn’t read every situation perfectly, so guidance had to stay clear and lightweight.

03

No on-screen clutter

No room for heavy metrics or stacked notifications while the player is in combat.

04

4 weeks to deliver

We went deep on the core coaching experience instead of every scenario.

02 · MY ROLE

I designed the screens around the match.

Nuthan and I shared research, user flows, wireframes and visual design, with screens assigned by our lead.

  • Screens I owned: Login, Goal Setting, Game History, Player Profile (including the subscription flow), Settings

  • Also: client revision rounds, the Russian version of the screens, and shared UI system and developer handoff work

How every design round worked

01

Design

→

02

Team review

→

03

Lead review

→

04

Client approval

03 · RESEARCH

Players don’t need more data. They need the right guidance at the right moment, without taking their eyes off the game.

We compared 5 AI gaming coaches (itero.gg, Razer, Backseat.ai, Dota Plus, Mobalytics) across 23 features before, during and after a match.


What we learned: the basics are already covered, so another stats dashboard wouldn’t set Mentoroid apart. And during a match, coaching is almost always on screen, competing with the game for the player’s eyes.

How many of the 5 competitors offer each feature

Hero recommendations

5 / 5

Match history & analysis

5 / 5

In-game overlay

5 / 5

Real-time coaching

4 / 5

Voice coaching

The gap Mentoroid chose to fill

2 / 5

⤢ Click to expand

FIGMA

Competitive Analysis

Research boards for itero.gg, Backseat AI, Dota Plus, Razer AVA, Overwolf and Mobalytics

Open in Figma ↗

04 · KEY DECISIONS

A dashboard only answers “What happened?” A coach answers “What should I do next?”

Our first instinct was the usual dashboards and match stats. We shifted the product toward a coach instead.

01

Coach across the whole journey

Before, during and after the match, so each match informs the next one.

02

Voice during the match

Keeps the player’s eyes on the game, and only 2 of 5 competitors offered it. The tradeoff: every prompt has to be short.

03

Next steps over raw stats

Turn data into actions players can take, and keep the player in control.

⤢ Click to expand

FIGMA

Game History: Wireframe to Final Design

Before and after of the Game History screen, from wireframe to final visual design

Open in Figma ↗

05 · THE SOLUTION

A continuous coaching loop: prepare, play, learn, improve.

I designed the screens that prepare a player for a match, show what happened after it, and give them control over the coach.

The player’s journey

01

Sign in with Steam

→

02

Set goals

→

03

Play with voice coaching

→

04

Review the match

→

05

Track your plan

→

06

Repeat

⤢ Click to expand

FIGMA

User Flow

From Steam sign-in and goal setting to the match, post-game analysis and the next game

Open in Figma ↗

05 · LOGIN

One step into the product.

Players sign in with the Steam account they already use for Dota 2. There’s no separate Mentoroid username or password.

Sign in screen

01

The benefit, up front

“Sign in with Steam to unlock AI-powered insights” tells players what they get.

02

One focused action

Sign in with Steam is the only primary button on the screen.

03

A path for new players

“Create Steam Account” helps players who don’t have Steam yet.

05 · GOAL SETTING

Pre-game strategy, before the player launches a match.

AI recommendations based on the player’s performance and the current meta.


Players can accept the suggested goals, or switch to Custom and pick up to two roles to tailor the suggestions and focus areas.

Suggested goal setting

01

Suggested or custom goals

Accept the AI’s goals or set your own.

02

Comfort heroes vs. meta picks

With the player’s own win rate on each.

03

Focus areas

Short, actionable tips for the match.

04

Launch Game

Preparation leads straight into playing.

05 · GAME HISTORY · MY FAVORITE

Is the coach working?

The client wanted players to compare coached and uncoached games. I built the screen in three levels.


It turns a list of past games into learning: players spot patterns and can see whether coaching is paying off.

Scroll inside the window to explore the screen

Mentoroid

05 · PLAYER PROFILE

A personal coaching plan and a subscription flow.

A personalized coaching plan built around one habit with a deadline (“Build a 3–4s minimap habit… 6 days left”). The layout is ready for more games beyond Dota 2.

Subscription flow I designed and got approved by the client

05 · SETTINGS

Control over the AI voice.

If the coach becomes distracting, the player can turn it down or off without leaving the product.

Settings & Preferences

01

Voice Change

A dropdown to change the coach’s voice.

02

Voice Feedback

A toggle to turn voice coaching on or off, with its status shown: “Voice coaching is active”.

03

Voice Volume

A slider to adjust how loud the coach’s voice is, with the level shown as a percentage.

04

Delete My Data

Permanently deletes the account and all associated data, warns that it can’t be undone, and links to the data deletion process.

05

Delete My Account

Permanently removes the account and its data.

06 · IMPACT

In 4 weeks, a broad AI idea became a clickable, development-ready product.

Mentoroid is still in development, so there are no launch metrics yet.


What the 4 weeks delivered is a clickable prototype of the experience, so the client and developers could walk through the product before it was built.


Next, I’d validate: whether tips land at the right moment, whether players act on them without losing focus, and whether coached players improve over multiple matches.

What the design delivered in 4 weeks

01

A defined product

A broad “AI gaming coach” idea became a clear, focused experience.

02

A clear difference

Built around coaching, not another analytics dashboard.

03

A clickable prototype

The designed screens connected into a flow, ready to test and hand off to development.

⤢ Click to expand

FIGMA

Mentoroid Prototype

Two clickable flows in Figma: the main journey from sign-in, and post-game analysis

View main flow ↗

View post-game analysis ↗

07 · REFLECTION

Two lessons from designing an AI coach.

01

Bring real players in earlier.

Timing and how much information players can take in during a match can only be validated in real gameplay.

02

Design when the AI speaks, not what it can do.

Designing AI isn’t about showing what the AI can do. It’s deciding when it should speak, how much it should say, and when it should stay quiet.

Credits: Chetan (Design Lead) · Nuthan & Sinchana (UI/UX) · Prachitha (Branding) · GeekyAnts

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