BePro, Sports Product

Sports Product Case Study

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I designed match creation, scoring, and tournament workflows so local cricket users could run games with pro-level clarity.

Scope of workMobile Sports App
Timeline8 weeks
RoleLead Product Designer
Team1 PM, 2 Engineers

About BePro

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.

BePro: Sports Product Case Study overview

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

  • Local players needed quick setup but setup forms were long.
  • Live scoring lacked clear role and state visibility.
  • Tournament management required too many manual steps.

Business pain

  • Users dropped before first successful match flow.
  • Operational confusion lowered repeat team usage.
  • Feature depth was underused due to complexity.

Product gap

  • No clear progression from team setup to live operations.
  • Role responsibilities were weakly communicated.
  • Critical states had insufficient feedback cues.
BePro user flow diagram

What I owned

Owned

  • Product strategy, user flows, and information architecture
  • Wireframes, interaction model, and high-fidelity UI
  • Validation synthesis and iteration decisions
  • Developer handoff with behavior states and edge cases

Collaborated

  • PM on scope, sequencing, and KPI alignment
  • Engineering on technical feasibility and state visibility
  • Stakeholders on domain constraints and rollout priorities

Out of scope

  • Backend implementation and infrastructure changes
  • Pricing, growth campaigns, and sales operations
  • Post-launch paid acquisition strategy

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.

01

Discover

Mapped user and business friction through interviews, workflow audits, and benchmark analysis.

02

Prioritize

Ranked opportunities by impact on activation, task success, and decision confidence.

03

Design

Built IA, interaction patterns, and high-fidelity solutions with clear state behavior.

04

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

  • Single long setup
  • Step wizard
  • Quick template setup

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

  • Tab-based scoring
  • One-screen scoring console
  • Modal actions

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

  • List-only management
  • Bracket + task board
  • Export-driven workflow

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.

Live scoring

Keep updates fast, visible, and resilient under pressure.

Team setup: Reduce repetitive setup with reusable templates.

Team setup

Reduce repetitive setup with reusable templates.

Match outcome: Summarize results with actionable next steps.

Match outcome

Summarize results with actionable next steps.

Targets, set up front

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

Setup time13.5 min → 8.5 min · -37%

Quicker match kickoff

Scoring completion54% → 72% · +33%

Higher reliability in play

Captain confidence3.2/5 → 4.4/5 · +1.2

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.

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Vinit Chaudhary

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Vinit Chaudhary

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