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Building the product + dev limitations
Once the designs were finalized, Matt, the creator and developer of FantaZscores, started building. Unfortunately, because our team was just the two of us (and wasn't our full-time jobs), Matt ran into some limitations during development. At this point, because of time and man-power, there were certain things from my initial designs we wouldn't be able to build.
However, a positive was that most of these limitations were small, secondary things like the player icon images, distribution curve card, and Z-score/Averages toggle. The core functions could be, and were eventually built and shipped.
Hero image of our initial landing page.
Launch
FantaZscores was launched in September 2022, right in time for the start of the 2022 Fantasy basketball season. Our initial launch goals were small - we wanted a small base of users that we could continue to user-test with and gain valuable feedback for next year when we would do a large-scale marketing rollout. We expected some sales, but not a ton.
In order to gain a base of users, we decided to advertise our product on the fantasy basketball subreddit (
reddit.com/r/fantasybball) and offer them free one-year access if they signed up within a week. We weren't sure what the reception was going to be, however,
from reddit we gained over 150 initial users. FantaZscores' pricing page
The momentum from reddit was huge, and after the one week promo was finished, we ended up doing over 300% of our expected sales and approached the beginning of the fantasy season with over 800 active users. People were genuinely excited about the product which felt like a huge win for us and validating as a product designer.
Post-launch user feedback
After we gained a base of users, Matt ended up getting a lot of messages from users giving their feedback. It was almost universally positive. People loved the product and in particular, how intuitive and "clean" the UI/UX felt. Below are some of the messages Matt received:
WHAT I LEARNED
FantaZscores was my largest project to date and working on it has made me a better Product Designer. It was an incredible experience getting to design such a cool product from the ground up and doing it with a friend made it even better. Obviously, I learned a ton. It's hard to describe everything, but I've outlined a couple of key points below:
Effective research is KEY
Before FantaZscores, I had a very linear view of UX research. I thought that it could be simply boiled down to interviews and surveys. Little did I know how deep it can go and how much it can involve analyzing other/similar products. If I didn't do the mock draft experiment in the role of a user, I likely wouldn't have gained many of the insights that ended up defining my design process. Now I know.
User-testing is where it happens
As this case study illustrates, the biggest iterative design changes happened after the user-tests. I knew it was important, however I didn't realize how much it would play a role. This is super important to know, as I believe I'll put a lot more stock into preparing and evaluating user-tests going forward.
Colour theory and text size is important
Colours and text size ended up playing a big role on this project. It has given me valuable info on how much they impact the overall user experience and how using them improperly can cause a lot of confusion for the user.
Development limitations are real
This was the first project I've worked on from design to launch. It was eye-opening seeing what exactly goes into building a product like this and understanding what was actually realistic based on the team we had. If I could do it again, I'd try to understand the development limitations at an earlier stage of design to hopefully improve workflow and efficiency.
Thanks for reading!