Data · UX Research

User Behavior Modeling & Product Fitting for Gaming Mice

An IRB-approved study combining computer vision, behavioral performance data, and machine learning to model user-product fit for gaming peripherals.

Role
Researcher · Data Scientist
Timeline
July – December 2025
Tools
Python · scikit-learn · OpenCV · MediaPipe
Type
IRB-Approved Study
Study setup — overhead camera and testing station

Choosing the right gaming mouse is harder than it should be

This project explores how user preference, physical constraints, and performance metrics can be combined to design a human-centered recommendation system for gaming mice. Rather than optimizing for raw performance alone, the goal was to understand how comfort, hand dimensions, and subjective preference influence user satisfaction — and to translate those insights into a system capable of recommending gaming mice to new users.

Users face a genuinely difficult decision:

From a design perspective, the challenge was to capture meaningful user signals beyond raw performance, respect subjective comfort and preference, and build a recommendation system grounded in human experience — not just optimization.

How can comfort, physical fit, and subjective preference be combined into a recommendation system that helps users find the right gaming mouse — before they buy it?


Who this is for, and what I was responsible for

Primary Users

  • PC gamers with varying hand sizes and grip styles
  • Users seeking comfort and long-term usability rather than peak performance alone

Stakeholders

  • Researchers evaluating human-centered AI systems
  • Designers interested in ergonomic and interaction-driven recommendations

I was responsible for the project end-to-end:

Study setup — overhead camera and testing station

Capturing physical and behavioral data across 14 gaming mice

The study involved in-person interviews with participants, controlled experimental testing of 14 gaming mice, surveys measuring comfort, willingness to use, and subjective preference, and performance data collected through standardized Aim Lab tasks.

16 participants each tested 7 of the 14 mice, which were clustered based on size and weight and assigned to participants based on coverage across the experiment.

Aim Lab task 1 — small target tracking MediaPipe hand scan showing length and width measurements

Three key insights shaped the system design:

These insights reinforced the importance of designing a system that treats users as experiencing bodies, not abstract data points.


An incomplete block design grounded in three clear goals

The experiment used an incomplete block structure where each participant tested 7 of the 14 mice. Each participant had their hand scanned, order was controlled to reduce fatigue and bias, and participants completed structured tasks and surveys for each mouse tested. This ensured that recommendations were grounded in comparable user experiences.

Participant clusters — PCA projection showing 3 user groups Comfort rating distribution per mouse — box plot

Three design goals guided every decision:


A simple, interpretable recommendation pipeline

The system represents users using normalized hand measurements and grip style, identifies similar users based on proximity in feature space, aggregates preference signals from similar users, and produces a ranked list of recommended mice. The design prioritized simplicity and interpretability over model complexity.

Correlation heatmap — fit, performance, and comfort variables

The final system takes a new user's hand measurements and grip style, finds similar users based on those characteristics, weighs subjective preference and comfort to generate recommendations, and outputs a ranked list of gaming mice. Rather than claiming to find a "perfect" mouse, the system supports better-informed decision making by narrowing choices based on human-centered signals.

Average comfort score per mouse ranked by model Total uses per mouse across all participants

A replicable, human-centered framework for ergonomic recommendations

Recommendation evaluation — true vs predicted top-3 mice per participant with precision, recall, NDCG, and MRR metrics
Python scikit-learn OpenCV MediaPipe UX Research IRB Study

What I learned

This project was overall successful in demonstrating a proof of concept — a pipeline where users get their hand scanned, test an array of mice, and report on how each felt, allowing that data to meaningfully inform the mouse selection process.

The study did face real limitations. The sample size of both participants and mice was small relative to the broader population of gamers, and there are many variables that 16 participants and 14 devices can't fully account for. Testing was also limited to purely aiming tasks, which captures one dimension of use but misses a lot of how people actually interact with a mouse day-to-day.

If this project were to continue, the next steps would be to expand the selection of mice and the number of participants, and to allow participants to use the mice for longer periods across multiple different environments — not just controlled aiming tasks.