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Case studyReal-time fantasy football

FanClash: real-time fantasy football, bringing the excitement of live sport to mobile

FanClash is a real-time fantasy football game where an unlimited number of players compete against each other for cash prizes. Users pick 4 players before a match and score points from their actions on the pitch as the game unfolds. I designed the app, and we built and deployed it within 4 months using Flutter. The company was later acquired by GameOn Entertainment Technologies.

Role
Product Designer
Timeline
4 months to launch
Platform
iOS & Android (Flutter)
Outcome
Acquired by GameOn, 2022

01Research

User research

After gathering business requirements and running a stakeholder workshop, we surveyed existing customers and people using competing products to understand how they would use ours. Our upfront research combined qualitative surveys with card-sorting sessions.

Q01

How often do you currently play fantasy football, and what frustrates you most about existing platforms?
Understanding Current Behaviour Pain Point Discovery

Q02

When playing fantasy football, do you prefer season-long leagues or daily/weekly contests? Why?
Format Preferences Engagement Model Research

Q03

What's the maximum time you're willing to spend selecting your team before a match?
Time Investment User Commitment Analysis

Q04

Have you ever missed out on fantasy football because team selection was too complex or time-consuming?
Barrier Identification Accessibility Research

Q05

How important is real-time scoring to you whilst watching the actual match?
Live Engagement Feature Prioritisation

Q06

What would make you choose one fantasy football app over another?
Competitive Analysis Differentiation Research

Q07

How do you feel about playing against unlimited opponents versus small private leagues?
Competition Preferences Social Dynamics Study

Q08

What information do you need when selecting players for your fantasy team?
Decision Making Information Architecture

Q09

How quickly do you expect to receive your winnings after a match ends?
Payout Expectations Trust & Satisfaction

Q10

Would you prefer a simplified game with just 4 players to select rather than a full 11-player team?
Complexity Testing Product Validation

02Journeys

User journeys

Much of the game was based on a previous game by the same company, Ultimate Fan Live. I simplified its user experience: picking 4 players rather than a full 11-player team, and cutting screens and steps from contest entry compared with the earlier product. Research showed that users typically didn't sit through a match on their devices; they picked their phones up for a few short minutes during a match to check in and use power-ups. So I centred the experience on simple actions that can be carried out within a few seconds.

03Structure

Information architecture

The developers and I both needed a fresh, high-level understanding of which components would make up each screen.

Because of the strict time limits, we decided to work concurrently: the information architecture helped the developers plan the app's backend while I designed.

For me, it was a chance to cut the fat from the previous application and establish the bare minimum each screen required.

04Foundations

Previous work for Ultimate Fan Live

Much of FanClash built on my learnings from a similar product I launched with the company previously, Ultimate Fan Live, which amassed 1.6M+ downloads between 2014 and 2016, and 14M gameplays. Here is a brief snippet of users reacting as they play the game.

05Craft

Design

I designed the UI in Sketch, using Abstract for version control and stakeholder feedback. Anima's Launchpad kept constraints and stacks intact in my Sketch designs, letting me make fast, flexible changes on the fly without breaking the layout.

FanClash UI Design 1
Fig. 01 · FanClash UI design
FanClash UI Design 2
Fig. 02 · FanClash UI design

Interaction design

Motion, built to ship

I created the animations, including the dynamic text, in After Effects and exported them as both videos and animated SVGs through Lottie.

Fig. 03 · Dynamic text animation, After Effects → Lottie
Fig. 04 · In-app animation exports

06Delivery

Rapid development process

Working in an agile environment, we delivered a fully functional app from concept to launch in 4 months. Building cross-platform in Flutter let us iterate quickly and ship the same product to iOS and Android.

Sprint-based development

Two-week sprints with continuous testing and iteration

User testing

Regular beta testing with football fans for feedback

Performance optimisation

Ensuring smooth real-time updates even with thousands of concurrent users

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