Logitech

Role
UX Design Intern
Timeline
Jun – Aug 2026
Team
Logitech G team in Cork, with Logitech teams in other regions
My focus
Competitive analysis, user research, information architecture, prototyping, usability testing
Disciplines
UX/UI Design, User Research, Prototyping, AI-assisted prototyping
Tools
Figma, Replit, Claude
Logitech — image 1

Overview

During my three-month UX internship at Logitech G, I contributed to the evolution of the G HUB Account experience, focusing on understanding player needs, improving information architecture, and exploring more intuitive ways for users to interact with their gaming ecosystem.

My work spanned research, concept development, rapid prototyping, and usability testing, in collaboration with the Logitech G team.

This project is protected by NDA. The case study focuses on my role, design approach, and learnings, without disclosing confidential work.

Process

  1. Phase 1

    Benchmarking

    Competitive analysis of gaming platforms.

  2. Phase 2

    Global research

    Insights from Logitech teams in other regions.

  3. Phase 3

    Users & structure

    User needs, ideation and information architecture.

  4. Phase 4

    Prototype

    An interactive, AI-assisted prototype in Replit.

  5. Phase 5

    Testing

    Usability tests with 10 participants and iteration.

Discovery

Understanding the landscape before defining the problem.

I started by benchmarking gaming platforms and software ecosystems to see how they approach accounts, profiles and personalization. The aim was to build a shared reference of patterns and player expectations before discussing solutions.

Because G HUB serves an international audience, I worked with Logitech colleagues in other regions to understand how expectations vary across markets. Their perspectives shaped the questions I brought into the next phase.

Definition

Turning insights into a clear structure.

I organised a brainstorming session with the team to explore player needs and opportunities, then grouped the findings into themes. I used them to define the information architecture of the Account experience: what players need to find first, and how content should be organised.

Prototyping and validation

Prototyping to explore, testing to learn.

I used Replit to build an interactive prototype quickly, so I could explore flows in a realistic way rather than through static screens. Within a three-month internship, this made it possible to put a working concept in front of users early.

I ran usability sessions with 10 participants, gathered their feedback and used it to refine the experience before the final prototype.

Key Takeaways

  1. 01

    Designing within a complex ecosystem

    Learned to approach UX challenges by considering the relationships between different features, user needs, and product constraints.

  2. 02

    Turning research into structure

    Strengthened my ability to translate qualitative insights into clear information architecture and design directions.

  3. 03

    Prototyping to learn

    Explored how rapid, AI-assisted prototyping can support early validation and faster design iterations.

  4. 04

    Cross-functional collaboration

    Gained experience communicating design decisions, incorporating feedback, and working within an international product team.

Methods

  • Competitive benchmarking
  • Cross-regional research
  • Ideation workshop
  • Information architecture
  • AI-assisted prototyping
  • Usability testing
  • Iterative design