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Case study Nordeus · Top Eleven UX design task 2026

Squad, rebuilt
around the decision

Managers open Squad to answer one question before every match: who plays, and who sits. Today the swap alone takes four steps, six or seven once you have checked who is tired, through two hidden modes and a drag from a half-visible bench. This proposal rebuilds the feature so the answer is on screen, every swap is checked before it happens, and nothing is hidden under the pitch.

Product
Top Eleven by Nordeus: football management game, mobile, landscape
My role
UX design, research, interaction design, prototyping · solo
Format
Design task for a Senior UX Designer role · assessment + full redesign of the Squad feature
Timeframe
One week · October 2026

01 · The brief

The brief

Nordeus asked for an assessment of the Squad feature in Top Eleven and a full redesign of its layout, hierarchy and flows, not small tweaks. Four questions framed the assessment: how managers view and understand their squad and swap players, how they get new players onto the pitch, how they find player information, and what they do most often. Two problems were named up front.

known issue 1

Drag-and-drop

The mechanic for moving players is problematic. Propose a better alternative and explain how it changes interaction.

known issue 2

Vertical scroll

Reposition subs and reserves so the screen no longer scrolls vertically. Explain the impact on the pitch and lineup.

02 · How I worked

How I worked

PlayCreated a club, played several sessions, bought two players, logged every Squad interaction.
Break downMapped every screen, mode and modal; listed the tasks and estimated their frequency.
ListenRead the official forum and help center for recurring complaints; checked how EA FC, FM Mobile and OSM solve the same tasks.
DecideTurned the root causes into five principles and used them to choose between options.
DesignSketched three directions, picked one, drew flows, wireframes and a clickable prototype.
Handwritten notes from playing: Lineup and Formation observations
Field notes from playing: the Lineup list's hidden drag, validation after the fact, role and condition never shown together, the stacked rows under the pitch.
Handwritten notes: the Mentality mode and the steps to swap a player
Counting the steps to swap a bench player: scroll, tap and hold, scroll up while holding, release. No other way to do it.

The step counts in this study come from my own play sessions, repeated until the sequence was stable; they are not a timed usability test. That test is the first thing listed under what I would test next.

03 · Squad today

Squad today

Squad is one screen with three tabs that are three different mental models: a table (Lineup), a pitch (Formation) and a settings form (Tactics). Formation is the default and carries almost every frequent task. Beneath the pitch, substitutes, reserves and newly bought players each get their own full-height row, so the screen grows downward with every transfer.

Formation screen, default state
Formation, default state. The bench is cut off at the bottom edge; three unlabeled buttons on the right switch what the player tokens show.
Formation screen after two transfers
After two transfers: subs, reserves and new players stack into four rows and the pitch is almost entirely off screen.
Lineup table
Lineup: 26 data points per player across two column sets. Rows can be dragged to swap players, but nothing on screen says so.
Player profile modal
A single tap on any player opens this modal: seven tabs, and purchase buttons as the most prominent actions.

The most frequent task, step by step

Before a match a manager checks who is tired and swaps him for a sub with the same role. Today that means: switch the token mode from Roles to Condition & Morale to see who is tired, switch back to see roles, scroll down to the bench, long-press the sub (half hidden under the screen edge), scroll back up while holding him, release over a player while the finger covers the target, and only then learn from a warning icon whether the roles matched. Four steps for the swap itself; six or seven for the whole decision.

1 · modeSwitch tokens to Condition & Morale to find who is tired
2 · modeSwitch back to Roles to see positions
3 · scrollScroll down to the bench, half hidden under the edge
4 · holdLong-press the sub
5 · scrollScroll back up while holding him
6 · releaseDrop on a player the finger is covering
7 · checkRead the warning icon to learn if the roles matched
7steps2mode switches2scrolls0validation before the drop

Getting a newly bought player onto the pitch is the same sequence one row lower: the new player sits in a fourth row under subs and reserves, so the scroll is longer and the tutorial that points at the right player to replace appears only once, after the first transfer. These two sequences are what the redesign is measured against.

04 · What I found

What I found

Twenty-odd individual issues came out of the breakdown. They share six root causes.

01 / insight

The data that decides a swap is never on screen at once

Role and condition live in two different token modes. Compare shows height and wage but not condition. The one decision the screen exists for requires switching views to make.

Evidence: Roles vs Condition mode, Compare modal, while dragging, the player's name disappears and only the bare token moves under the finger.
02 / insight

Everything stacks on the one axis that has no room

The game runs in landscape, yet subs, reserves and new players are stacked under the pitch in full-height rows, while both sides of the pitch are empty. Pitch and bench are never visible together.

Evidence: default view, four-row view after transfers.
03 / insight

The pitch validates after the fact

A midfielder can be dropped onto a winger's slot, a goalkeeper into defence; the warning icons and the Balance drop appear afterwards, and auto-save makes the mistake the team's new state. The rule is also inconsistent: empty grass in a foreign zone rejects the player, a player standing in that zone accepts the swap, and the Lineup list accepts it silently, while the drag highlights zones you cannot drop into. Undo exists, but only after the damage.

Evidence: swap MR ⇄ MC, Balance 8.1 → 7.2; GK in defence and DC in goal accepted via the Lineup list, three ⚠ afterwards.
04 / insight

One gesture carries several meanings, and the rule is hidden

Dragging a pitch player either swaps or repositions depending on where he lands; dragging a bench player can only swap; dragging a row in the Lineup list also swaps, with no affordance and no highlight of the target. Tap is spent on opening the profile, so there is no way to select a player without moving him.

Evidence: drag states; the Mentality button, which turns every tap into a three-state toggle and disables drag while it is on; the tutorial appears only after the first transfer.
05 / insight

Depth of UI does not match depth of intent

A glance at a player's condition means either switching the whole pitch into Condition & Morale mode or opening a seven-tab profile modal that covers 90% of the screen; comparing two players opens a second modal on top of the first. The deepest data, 26 attributes per player, lives in the Lineup tab, a table with no pitch at all.

Evidence: profile modal, Compare modal, Lineup table.
06 / insight

The game already knows the right candidate, and never offers him

Compare defaults to a same-role player. The new-player tutorial points at the exact player to replace. That logic exists in the product but is not used where the swap actually happens.

Evidence: Compare default, Mourinho tutorial.

Smaller findings (unlabeled mode rail, touch targets below 7 mm, zone labels hidden behind tokens, truncated names, Squad Setups behind a folder icon) are listed in the appendix of the working document and addressed in the redesign where they fall under a principle.

05 · Principles

Principles

Each root cause became a rule. The current screen breaks all five, and every decision in the redesign points back to one of them.

P1

Decision data stays in view.

Role, condition, morale and warnings are visible on every player token, in every state, without switching modes.

P2

Validate before, not after.

While the manager is choosing, invalid targets are visibly disabled and the effect on Balance is shown before the action is confirmed.

P3

One gesture, one meaning, everywhere.

Selecting, swapping and fine-positioning are distinct interactions, and a gesture means the same thing whether it starts on the pitch, the bench or the reserves.

P4

Everything that can go on the pitch is visible next to the pitch, never under it.

The squad uses the width a landscape screen has, so pitch and roster are always seen together.

P5

Depth of information follows depth of intent.

A tap gives a light, in-context peek; a full screen is for when the manager wants everything. No modal on a modal.

06 · Explorations

Explorations

Three layouts for the roster and three interaction models for moving players were sketched and scored against the principles and against the step count for the most frequent task.

Where does the roster live?

direction a

Side roster panel

Subs, reserves and new players in one scrollable panel beside the pitch, with role filter and search. Pitch ~25% narrower, always whole.

direction b

Compact strip under the pitch

One horizontally scrolling row; Subs / Reserves / New as a filter, not as rows. Pitch one token row shorter.

direction c

Contextual bench

No permanent bench; candidates appear only once a pitch player is selected. Largest pitch, but the bench is not visible at a glance.

How does a player move?

model 1

Tap-tap swap

Tap selects; valid targets light up; tap a target to swap. Two taps, nothing under the finger.

model 2

Slot-first pick

Tap a slot, pick from a list of candidates sorted by fit, with inline comparison.

model 3

Suggested substitution

The game proposes a swap for tired or injured players; one tap confirms. Drag remains as an expert shortcut.

Sketch: swap flow with side panel and token anatomy
First pass at the screen: pitch left, labelled rail and roster panel right, and the anatomy of a token that carries name, role, condition, morale and warnings at once.
Sketch: side panel, drag from panel, live comparison
Swapping from the panel: the panel folds away during the drag, best-fit players light up, conflicts show before the drop, and a live comparison sits in the corner.
Sketch: full-screen drag state and two token variations
Drag state with valid and invalid zones, and two token concepts: a compact shield and a fuller card.
Sketch: tap opens a peek panel with Swap and Profile
A tap no longer opens the profile: it opens a peek with the two actions that matter here, Swap and Profile.

Scoring

OptionP1P2P3P4P5PitchT1 steps
A · Side roster panel✓––✓✓~ 70% width–
B · Strip along the pitch edge chosen~ ¹––✓✓✓ whole–
C · Contextual bench✗––✗ ²✓✓ whole–
1 · Tap-tap swap chosen–✓✓–✓–4 taps
2 · Slot-first pick–✓✓–✗ ³–3–4 taps
3 · Suggested substitution–✓~ ⁴–✓–1 tap

✓ meets the principle · ~ partly · ✗ breaks it · – not relevant. Highlighted rows are the options chosen. ¹ Mini tokens show OVR and role; the full token appears when the strip expands. ² Largest pitch, but the manager cannot see who is on the bench. ³ A list for every swap, even the obvious one; kept only for empty slots. ⁴ A third way to move a player and a trust risk; kept as Auto build and as fit-sorted candidates.

The choice: substitutions live in a compact strip along the bottom edge of the pitch that expands into full tokens on demand (B), reserves and new players open as a side panel only when needed (A, on demand), and tap-tap is the primary way to move a player while drag stays as an expert shortcut with the same rules (1). B over A because the pitch is the one element every task needs and B is the only layout that keeps it whole; tap-tap over drag because it is the only model where the target is visible and validated before the manager commits.

07 · The redesign

The redesign

One whole pitch, the bench along its edge, and every token tells you what you need to decide.

The pitch fills the screen from the header to the bottom edge; a card on the left holds the club crest, team OVR and Balance, and the squad's other tools (Reserves, Lineup, Tactics, Set piece takers, Auto build, Squad setups). Substitutions sit in a strip along the bottom edge of the pitch as seven mini tokens with OVR and role, and open into full tokens on a tap, or on their own when a dragged player comes near. Reserves, including newly bought players marked NEW, open as a panel on the right only when needed. Every token shows OVR, role, condition, morale and warnings at once, so the three token modes are gone. A tap on a player opens a small peek beside him with Swap, Send to bench and Full profile; Swap lights up every valid replacement and dims the rest, and the swap is confirmed from a comparison that shows team OVR and Balance before and after. Hold and drag still works, with the same rules as today and the same live comparison, and the profile is a full page, not a modal.

The redesigned Squad screen: menu card left, whole pitch with role zones, substitutions strip along the bottom edge
The redesigned Squad screen, default state. Nothing is under the pitch; the Substitutions strip overlaps only the bottom margin of the grass.

New structure

Today
  • Formation tabpitch + three token modes + subs / reserves / new rows under it
  • Lineup tab26-column table, hidden drag-to-swap
  • Tactics tab
  • Player profile7-tab modal over the pitch, purchase buttons first
  • Comparea second modal on top of the profile
  • Mentalitya mode that changes what every tap does
  • Squad Setupsbehind an unlabeled folder icon
Redesign
  • Squad screenwhole pitch, one token design, Substitutions strip (collapsed / expanded)
  • Reserves panelon demand, right side; new players inside it with a NEW badge
  • Menu cardleft: crest, OVR, Balance, Reserves, Lineup, Tactics, Set piece takers, Auto build, Squad setups (named, not numbered)
  • Peekon tap, beside the player: condition, morale, fitness, mentality, three actions
  • Player profilefull page with the game's existing tabs; Compare is a button on it that opens its own page
  • Comparea step inside the swap flow, not a modal
  • Token mode rail (Roles / Condition / Stars)
  • Stacked rows under the pitch
  • Mentality mode (now a control in the peek)

The player token

A shield-shaped token with a coloured condition bar on its left edge, OVR top left, the player's name, a morale arrow (colour and angle), and the role badge in the game's role colours under the tip, which doubles as the pointer to the slot. Warnings sit over the avatar: a red cross for injury, a yellow triangle for out of position. A mentality arrow shows flat behind the shield when it is set. Nothing on it changes with a mode, so principle P1 holds in every state.

Token, normal state
Default. OVR, name, condition bar, morale arrow, role badge.
Token, tired player
Tired. The condition bar turns red and the shield dims slightly; no mode switch needed.
Token, injured player
Injured. Red cross over the avatar, the same place a warning triangle appears for a player out of position.
Token, selected
Selected. The player you started from.
Token, valid replacement
Valid replacement. The role badge pulses while you are choosing.
Token, not a valid target
Not a target. Dimmed; a tap does nothing, so a wrong swap cannot happen.

Flow 1 · Replace a tired player

1 · tapTap the tired player; the red condition bar found him without a mode switch (P1). A peek opens beside him.
2 · tapTap Swap. Every valid replacement lights up on the pitch and in the bench strip; the rest dims (P2, P3).
3 · tapTap a candidate. The comparison fills in: his stats against the tired player's, and team OVR and Balance before → after.
4 · tapTap Confirm (or the candidate again). The swap happens, a toast names who came in and who went out, undo sits bottom right.
7 → 4steps2 → 0mode switches2 → 0scrollsafter → beforevalidation

Or one drag, with the same highlights and the same comparison.

Peek open beside a tired player
Step 1. The peek shows condition, morale and fitness, the mentality control, and three actions. The rest of the screen stays readable.
Candidate mode: valid replacements highlighted, others dimmed, Reserves panel opened as 'Choose a replacement'
Step 2. Valid replacements pulse, players you cannot swap with dim, a poor-fit candidate carries the warning triangle before you touch him. The comparison card already waits on the left with the outgoing player filled in.
Comparison before confirming the swap
Step 3. Attributes side by side, team OVR 46.2 → 46.5 and Balance before the swap is made. The player you started from is always on the left.
After the swap: toast and undo button
Step 4. Done. The toast reads who came in (green) and who went out (red); undo is one tap, bottom right, for a few seconds.
Drag in progress: bench strip opened itself, live comparison on the left
The expert shortcut. Dragging a pitch player opens the bench strip as he approaches it, highlights the same valid targets and shows the same live comparison, so drag and tap never disagree about what is allowed (P3).

Flow 2 · Get a new player onto the pitch

There is no separate flow, and that is the point. A newly bought player is a reserve with a NEW badge: he appears at the front of the Reserves panel and, because candidates are sorted by fit, at the front of the replacement list for any player in his role. Getting him onto the pitch is the same four taps as Flow 1, started from either end: tap him in Reserves and choose who he replaces, or tap the player to replace and pick him. The displaced player goes to the bench if a bench slot is free and to reserves otherwise, and the toast says which. The one-time Mourinho tutorial is replaced by a first-run card that explains the two gestures once, before the first transfer rather than after it.

Reserves panel with two new players marked NEW
Reserves open on the right only when asked for; new signings carry the NEW badge and sit first. The pitch stays whole on the left (P4).
First-run card explaining tap and drag
First run. Two sentences on tap and drag, shown before the manager needs them, dismissed once.

Flow 3 · Look deeper: peek, profile, compare

Three depths for three intents (P5). A tap gives the peek: what you need to decide a substitution, beside the player, with the pitch still visible. Full profile is a page with the game's existing tabs, where the three things the peek summarised (injury, morale, condition) are the first three cards, with the game's own wording, and buying or training a player stays where it belongs. Compare is no longer a modal on a modal: it is the step before every swap, and a button on the profile that opens its own page for when you want it without swapping (that page is out of scope for this prototype).

Substitutions strip expanded into full tokens with quick-remove icons
The bench, expanded. Full tokens with the same anatomy as the pitch, a quick-remove corner on each to send a sub to reserves, and the strip collapses again when a sub is dragged so the pitch is free.
Full-page player profile
Full profile as a page. Name, facts, OVR and roles in the header; Injuries, Morale and Condition first; the game's tabs along the bottom edge; Compare as a button that opens its own page, not a second modal; the compare page itself is out of scope here.

What was kept

Role zones and out-of-position warnings, moved from after the drop to before it. Undo after every action. The token's visual language: role colours, the glow on a new signing; star tiers moved to the profile, where they are read, not scanned. Squad Setups as a feature, given a label and names instead of numbers.

08 · The two known issues

The two known issues, answered

Drag-and-drop

Tap replaces drag as the primary way to move a player: tap a player, tap Swap, tap the replacement, confirm. The swap costs four taps instead of a long-press carried across a scroll, needs no precision because the target is a whole lit token rather than a point under the finger, and is discoverable because the first tap on any player shows the Swap action. Validation moves in front of the action: targets that would break a rule do not light up, poor fits carry their warning before the tap, and the effect on team OVR and Balance is shown before the swap exists. Drag does not disappear. It keeps the game's current rules, a pitch player dragged onto another swaps, dragged onto empty grass in his zone repositions, a bench or reserve player can only swap, and it borrows the tap flow's highlights and live comparison, so the two never disagree about what is allowed (P3). The one thing only drag does is fine repositioning inside a zone, which is a positional adjustment rather than a squad decision, and it stays with the gesture that is natural for it.

Subs and reserves without vertical scroll

Substitutions moved from rows under the pitch to a strip along its bottom edge; reserves and new players moved into a panel that opens on the right on demand. The pitch loses nothing in height and nothing in width: the strip overlaps only the bottom margin of the grass and the role zones and their labels stay legible, which was the reason for choosing it over a permanent side panel. The lineup gains a bench that is always visible, as seven mini tokens with OVR and role, and expands to full tokens on a tap or when a drag approaches it. Subs, reserves and new players stop being three rows and become one bench plus one list in which new players are a badge, so a 25-player or 40-player squad costs the same screen as a 14-player one. The screen never scrolls vertically; the only scrolling element is the Reserves list inside its panel.

09 · Prototype

Prototype

A clickable mid-fidelity prototype of the Squad screen, built with my own squad's data. It covers the substitution flow by tap and by drag, the bench strip, the Reserves panel with new players, the peek, the full profile and undo. Open it on a laptop or in landscape on a phone.

Open the prototypeMid-fi, greyscale avatars, iPhone 17 Pro frame. Lineup, Tactics and Set piece takers are out of scope and say so when tapped.

I have not yet run the prototype with other managers; the first test I would run is listed below.

10 · What I would test next

What I would test next

  • 01Time and error rate for the pre-match substitution, current vs redesigned, with 5–8 players of different experience.
  • 02Whether the suggested-substitution layer is read as help or as the game taking control, and how its reasoning should be shown.
  • 03Whether the Reserves panel scales to 25+ players without needing search or filters.
  • 04Tablet and small-phone layouts, and the live-match variant of the screen.

11 · AI usage

AI usage

As the brief allows, I used an AI assistant (Claude) as support and disclose exactly where. Research: searching the help center, forum and guides, and summarising how EA FC, Football Manager Mobile and OSM handle the same tasks. Documentation: turning my notes and screenshots into the working document, and drafting the text of this page from those notes, which I then edited. Ideation: a first draft of the five principles, which I corrected and reworded. Prototype: the clickable prototype was coded with the assistant from my sketches and my written instructions, over roughly eighty iterations in which I specified every layout, token, state and rule and reviewed each screenshot. Assets: the placeholder avatars and the screenshots on this page were generated from that prototype.

What is mine without assistance: all play sessions, observations and step counts; every pain point and the six insights; the choice of directions and the scoring; all sketches; every design decision in the redesign and the prototype. No finding on this page was taken from the assistant without being checked in the game.