Hugo Hellberg
Hugo HellbergProduct Designer & Builder

Save draft night.

What if your fantasy league didn’t need 10 humans to feel alive?

Fantasy leagues depend on people. But getting enough friends together, filling every spot, and keeping the league moving can become one of the hardest parts of playing.

Auto Team profile for Baymax showing skill level, fantasy style radar chart and transfer ownership
Fill Your League screen inviting friends or adding Auto Teams
Auto Team card: Big Hero Pick 6, Late Round QB

What if the empty spots could play back?

I led the Auto Teams project from research through product strategy, workflows, and design, working with a small team and close Product partnership to explore computer-managed fantasy teams with their own skill levels, drafting strategies, and personalities.

Company
DISNEY/ESPN
Product
ESPN Fantasy Football
Role
Product Design Lead
Type
0→1 Product Concept
Focus
Research · Product Strategy · UX · UI · Design Leadership
Year
2023-2024

The problem

Fantasy football has a people problem.

Creating a league is exciting. Filling it is harder.

Before the draft can even begin, commissioners need to invite managers, get everyone onboarded, coordinate schedules, and make sure every team has someone behind it.

When someone drops out or a league doesn’t fill, the experience can stall before the fun even starts.

  1. 01

    Create league

    Create league screen in ESPN Fantasy
  2. 02

    Invite managers

    Invite managers screen in ESPN Fantasy
  3. 03

    Schedule draft

    Schedule draft screen in ESPN Fantasy
  4. 04

    Fill every team

    5 more members required to draft

    Fill every team screen in ESPN Fantasy
  5. 05

    Draft night

    Stalled

This wasn’t an edge case.

1.7M

Unique league managers

2.3M

Fantasy football leagues

28K

Teams already placed on auto-pilot

Project research used ESPN Fantasy data from 2022.

Auto-management was already happening.

The opportunity was to actually design for it.

The opportunity

Don’t find another player.
Create one.

0 / 10 Managers

Filling league

  • Empty
  • Empty
  • Empty
  • Empty
  • Empty
  • Empty
  • Empty
  • Empty
  • Empty
  • Empty

The goal wasn’t simply to add bots.

Auto Teams needed to fit naturally into ESPN Fantasy without disrupting league creation, while giving commissioners more flexibility over how they built and managed their leagues.

Fit

Don’t disrupt the existing league-creation flow.

Clarity

Make it obvious what happens when a team becomes automated.

Personality

Give Auto Teams recognizable names and identities.

Complete management

An Auto Team should be able to participate beyond draft night.

Responsive

The experience must work across breakpoints.

Fill Your League exploration 1
Fill Your League exploration 2
Fill Your League exploration 3

If you’re going to compete against a computer…

Should every computer play the same way?

Research

We looked beyond fantasy sports.

To understand what could make Auto Teams compelling, I looked at products where people already compete against machines — FIFA, Madden, Chess.com, and other CPU-driven systems.

I also ran an internal survey with 25 ESPN employees across Design, Product, and Engineering, ranging from fantasy beginners to experts.

25
Participants
3
Disciplines
Beginner → Expert
Fantasy experience
What could ESPN Fantasy learn from games where people play against the machine?
Research collage of sports games and CPU-opponent references
  • 01

    CPU opponents should behave more like humans.

  • 02

    Different opponents can have different play styles.

  • 03

    Difficulty should adapt to different skill levels.

  • 04

    Personality can make automated opponents more engaging.

  • 05

    Recognizable personas could inspire different voices and behaviors.

Four ideas kept rising to the top.

  1. 01

    Flexibility matters.

    Fans should have more ways to create and maintain the league they want.

  2. 02

    Personality matters.

    An automated opponent becomes more compelling when it doesn’t behave exactly like every other automated opponent.

  3. 03

    There was demand.

    Research reinforced the value of making automated teams a deliberate part of the Fantasy experience.

  4. 04

    The idea could grow.

    Auto Teams opened opportunities beyond simply filling an empty league spot.

Then the project changed.

We weren’t designing bots anymore.

We were designing fantasy players who didn’t exist.

Every Auto Team needed a brain.

01 · Skill02 · Strategy

How good are they?

  • Adds / drops playersYes
  • Uses injury slotYes
  • Updates starting lineupYes
  • Optimizes lineupYes
  • Makes tradesNo
First iteration of the Auto Team profile screen

01 · First iteration

02 · Second iteration

Strategy

Skill tells you how good they are.
Strategy tells you how they play.

  • The Homer

    Strategy
    Auto Team card with the The Homer strategy

    BehaviorPrefers drafting players from their favorite team.

  • Late Round QB

    Strategy
    Auto Team card with the Late Round QB strategy

    BehaviorTypically waits longer to draft a quarterback.

  • First Time Drafter

    Strategy
    Auto Team card with the First Time Drafter strategy

    BehaviorFollows default rankings and fills the starting lineup before drafting bench players.

  • Handcuff Specialist

    Strategy

    BehaviorFocuses on depth charts and targets high-value backup running backs.

  • Sleeper Specialist

    Strategy
    Auto Team card with the Sleeper Specialist strategy

    BehaviorTakes a riskier approach, looking for players who might outperform expectations.

Radar axes: QB priority · Risk · Team loyalty · Depth · Rankings

Filling an empty spot could actually change the draft.

The hard part was making all of this feel simple.

Once the underlying Auto Team system was defined, the challenge became fitting it into ESPN Fantasy without making commissioners learn an entirely new product.

  1. 01 · Creating a league
  2. 02 · Managing members and Auto Teams
  3. 03 · Understanding an Auto Team as an opponent

01

Add automation without adding friction.

  1. Early exploration design

    Early exploration

    A multi-step wizard, one question per screen.

  2. Refined direction design

    Refined direction

    Name, size, and scoring collapsed onto one screen, with Auto Teams introduced inline.

  3. Final direction design

    Final direction · Final

    Manager experience added up front, so the league can be shaped around who is playing.

02

Make humans and Auto Teams instantly understandable.

  1. Iteration 1 design

    Iteration 1

  2. Iteration 2 design

    Iteration 2

  3. Iteration 3 design

    Iteration 3

  4. Iteration 4 design

    Iteration 4

  5. Iteration 5 design

    Iteration 5 · Final

03

A bot shouldn’t feel like a setting. It should feel like an opponent.

  1. Identity design

    Identity

  2. Skill design

    Skill

  3. Strategy design

    Strategy

  4. Team preferences design

    Team preferences

  5. Behavior + management design

    Behavior + management · Final

One system.
Every screen.

Auto Teams were designed to feel native to ESPN Fantasy across mobile, tablet, and desktop.

Fill league with Auto Teams

Auto Teams profiles

League manager view

My role

Leading from ambiguity to a product vision.

I led Auto Teams from early discovery through product definition and design, working closely with Product while directing a small design team.

I conducted the research, developed the core workflows, and drove the majority of the UX and product design.

Gabby West partnered with me on content and storytelling, and together we presented the final vision to ESPN leadership and the broader design organization.

Product was closely involved throughout, keeping the concept aligned with product priorities and realities while the design team had significant freedom to explore the solution.

Research
Co-led
Product strategy
Led
Core workflows
Led
UX / product design
Co-led
Design direction
Led
Leadership presentation
Co-led

The concept earned buy-in.
The timing didn’t.

The project received strong feedback and support from ESPN leadership and the broader design organization.

We had established the product direction, core workflows, design system, and a path toward an MVP.

The initiative was not ultimately prioritized for development before I left ESPN in January 2025.

  1. Fan empathy
  2. Discover
  3. Insights
  4. Design
  5. Refine
  6. MVP direction

Future explorations

The system had room to grow.

Auto Teams
More Auto Teams
More drafting styles
In-season management styles
Profile improvements
Chat integration
Onboarding
Research-driven enhancements
Business opportunities

The most interesting part wasn’t automating a fantasy team.

It was designing one people might actually want to play against.

Hugo Hellberg · Product Design Lead · ESPN