Sports Product Case Study
I designed match creation, scoring, and tournament workflows so local cricket users could run games with pro-level clarity.
BePro is a grassroots cricket app. Captains and organisers use it to create teams, run matches with ball-by-ball live scoring, and manage tournament brackets from a phone. This case study covers the match creation, scoring and tournament workflows.

The problem
BePro's users are captains running a match on a Sunday morning, often one-handed with twenty-two players waiting. The setup flow was written for someone seated, unhurried and willing to fill in a form.
User pain
Business pain
Product gap

What I owned
Owned
Collaborated
Out of scope
The results
-37%
time to start a match
+33%
score update completion
4.4/5
flow confidence from captains
Teams ran matches with less stress and better role clarity. Core scoring and tournament workflows became dependable. Higher confidence supports team-level retention growth.
The approach
I designed against the real context of use rather than the feature list: outdoors, in bright light, in a hurry, with an audience.
Discover
Mapped user and business friction through interviews, workflow audits, and benchmark analysis.
Prioritize
Ranked opportunities by impact on activation, task success, and decision confidence.
Design
Built IA, interaction patterns, and high-fidelity solutions with clear state behavior.
Validate
Tested critical flows, measured drop-offs, and iterated before development handoff.
The decisions
The calls that shaped the product, with what each one cost. Anything crossed out here was a real option at the time.
Decision 1: Match setup
Teams were spending too long creating each match.
Considered
Chose
Quick templates with editable advanced options
Gave up
Custom edge rules moved to secondary path
On what evidence
Captains repeated same setup pattern across matches
What happened
Setup time reduced by 37%
Decision 2: Live scoring model
In-match updates failed under pressure moments.
Considered
Chose
One-screen scoring console with state locking
Gave up
Higher density on one view
On what evidence
Missed updates came from frequent tab switching
What happened
Scoring completion improved by 33%
Decision 3: Tournament flow
Admins struggled to track progression and roles.
Considered
Chose
Bracket plus operational task board
Gave up
More components to design and maintain
On what evidence
Users asked for role and next-step visibility
What happened
Higher captain confidence and lower errors
The work
Match creation was cut to the minimum needed to start play, with team and tournament detail fillable afterwards, and live scoring became a single-tap surface that survives one-handed use.

Live scoring
Keep updates fast, visible, and resilient under pressure.

Team setup
Reduce repetitive setup with reusable templates.

Match outcome
Summarize results with actionable next steps.
Targets, set up front
Metric
Baseline
Target
Result
Measured in
Match setup time
Baseline 13.5 min
Target <9 min
Result 8.5 min
captain test
Scoring task completion
Baseline 54%
Target 68%+
Result 72%
live simulation
Captain confidence
Baseline 3.2/5
Target 4.0+
Result 4.4/5
survey
Outcomes in detail
Quicker match kickoff
Higher reliability in play
Stronger repeat usage intent
Reflection
What worked
Template-driven setup removed repetitive friction quickly.
What to improve
Introduce offline-safe scoring fallbacks for weak networks.
Next experiment
Test assistant suggestions for lineup and rotation decisions.
