
Bringing parents into Hudl for the first time — and rebuilding the foundation underneath them
Hudl
Hudl is a sports performance platform for coaches, athletes, and administrators — video, analytics, and team communication. This project designed its first product for parents, from scratch, with a paid subscription as the long-term goal — and used it as the forcing function to fix the platform underneath.
3 months after launch
- Unique parents
- 8,515
- Unique parents
- Videos watched per parent, monthly
- 25
- Videos watched per parent, monthly
- Sessions per parent, monthly
- 6
- Sessions per parent, monthly
- Successful sessions
- 95%
- Successful sessions
My Position
Sr. Product Designer
Tools
Figma, Miro, Claude, NotebookLM
Timeline
6 months → Spring alpha → Summer 2026 launch
Challenge
A new user type, a mental model shift, and two apps becoming one
Parents had always watched games and chased highlights on Hudl, but never had a product of their own. Building one was also the moment to fix two long-standing problems.
- 1Define and validate a parent MVP — groundwork for an untapped revenue line
- 2Merge two overlapping apps into one, delisting the duplicate and its engineering overhead
- 3Fix a year-old navigation and information architecture problem platform-wide
At a Glance
Zero to 8,500+ parents, and a stronger platform for every role
- 1Took a brand-new user type from zero to 8,515 parents in three months
- 2Used pilot data to reframe the core problem as activation, not retention — resetting the roadmap into launch
- 3Led a navigation and IA fix that shipped for every role, advising other designers to keep it consistent
- 4Went past design files: merged real pull requests and built Claude Skills tooling for the wider team
Discovery
Designing for a user who didn't exist yet
There was no parent research to start from. The first question was what job a parent is trying to get done — and how little of it could ship as a genuinely useful alpha. What did exist was a list of known Fan app problems: empty schedules and rosters, unreliable livestream-to-replay handoffs, and friction around purchases and refunds.
- 1
Two apps, one job
Parents bounced between two apps for the full picture of their athlete's season, and sensed Hudl's main app had more content than the fan app built for them. Consolidation mattered as much as any new screen.
- 2
A navigation problem a year in the making
Discovery resurfaced a mental-model problem flagged a year earlier and never prioritized. Feedback from coaches, athletes, and admins made the case for a platform-wide fix, not a parent one-off.
- 3
Turning feedback into signal
AI-assisted text analysis sorted in-app comments into recurring themes, feeding a sentiment dashboard segmentable by cohort — a repeatable check, instead of anecdotes, on whether new work addressed what parents cared about most.
- 4
What parents were running into
Parents expected far more video than existed. Teams were hard to find, forcing workarounds just to follow their own kid. Location and favorite teams didn't shape what anyone saw first. And every team profile looked the same — what the team called "profile blindness."
- 5
Not breaking it for everyone else
Coaches analyzed games in the legacy app and recruiters browsed player profiles there. Every change had to serve parents without quietly breaking those jobs.
- 6
Built to learn fast
The alpha was instrumented to learn quickly, and parent-facing features were shaped through — production-fidelity prototypes, updated live on calls with families.
Reframe
Not just a new app — a better platform for everyone
"...how might we bring an entirely new user type into Hudl for the first time, without asking every existing user to live with a fragmented, outdated foundation while we do it?"
The easy version was a new app beside everything else. The bigger opportunity was improving the whole platform in the process: one experience instead of two, and navigation that made sense for everyone.
Strategy
Learn from a live alpha, and fix the foundation once
- 1
Ship the alpha, then let it teach you
Rather than scope everything up front, get a real version in front of families early and treat the alpha as the main research tool.
- 2
Fix the foundation once
Rebuilding navigation is disruptive, so it happened once and deliberately — designed for parents and every existing role, not patched around the newcomer.
- 3
Design the seams for monetization, don't build it yet
A future subscription shaped flows and permissions, without committing to paywalls or pricing before parents showed what they'd pay for.
- 4
Prototype in code, polish in code
Prototypes were built at production fidelity, and hands-on carried polish straight into the codebase instead of a written handoff.
- 5
Leading beyond this workstream
The navigation changes reached surfaces this project didn't own, so part of the role was advising other designers to keep them consistent. Consolidation was sequenced with product, marketing, and engineering around the parent rollout, keeping messaging honest about what shipped when.
MVP
Two apps into one, one navigation, and an event-first experience
- 1
Merging two strong products into one
This wasn't folding a failing app into a stronger one: in the prior year the Fan app's NPS rose from -5 to 30 and it reached #12 among free sports apps, ahead of Hudl's flagship at #30. Merging them ended the split attention, delisted the duplicate, and began retiring its separate codebase.

- 2
One navigation model for every role
Shipped platform-wide, resolving a year of accumulated feedback and giving every user type a clearer mental model of the product.
- 3
The cornerstone: design around the event, not the video
Parents plan around games, not around whether video exists. A video-first model dead-ended whenever a stream failed or hadn't posted; an event-first page always gave a game somewhere to land — a base for schedules, live data, and video to layer onto.
- 4
A closed pilot, built to be tested
It shipped first to a few real teams and families, adding features one at a time so each could be watched in isolation: messaging and calendar, then video and highlights, profiles, livestreams, and finally search, sharing, and ticketing.
Learnings
The real problem was activation, not retention
"...the data wasn't telling us retention was broken — it was telling us most parents never found the experience in the first place. We weren't fighting a retention problem. We were fighting an activation problem."
Across 150 parents with no marketing, about 40% engaged — half of them watching video, validating video as the wedge into this market. Five patterns reshaped the point of view heading into launch.
- 1
Activation, not retention
Nearly every parent who reached an event page watched video, but few got there. The product worked; discovery didn't. The next phase built activation into the product instead of relying on outside prompts.
- 2
The post-game moment is the hook
Email opens ran 42–50% against a 36.9% benchmark, but only post-game sends drove meaningful clicks. That timing became the organizing principle for prompts back into the experience.
- 3
Parents want to create, not just consume
Parents wanted to clip, share, and export their athlete's highlights — some already did through desktop workarounds. Creation was a core reason to return, not a nice-to-have.
- 4
Trust before automation
Demand for automated highlights was high, but one missed moment or mis-tagged athlete undercut trust in the whole feature. For something this personal, reliability has to clear a high bar first.
- 5
"Parent" isn't one audience
Coaches, team admins, and volunteer team managers each shaped adoption differently, with different levels of trust — so outreach and onboarding were rebuilt around those roles instead of treating every adult around a team the same.
90%
Event page → video watch rate
Once parents found the experience, it converted.
~6%
Reached an event page
Share of the full cohort — the bottleneck was discovery, not the product.
4.5x
Post-game email CTR vs. benchmark
Against the Braze benchmark. Pre-game sends drove almost no clicks.
Launch
From 150 parents to thousands
General availability shipped in July 2026 on the new foundation, with consolidation and navigation already complete. After a quiet first week, sign-ups climbed steadily.
A related feature shipped a month into the project opened a second door: an age gate requiring under-18 athletes to request parent consent brought in about 600 parents its first week, each connected directly to their athlete.
- Week 178
- Month 1~4,400
- Month 38,515
Milestones are unevenly spaced — bars show cumulative totals, not equal time intervals.
Impact
Three months in, parents keep coming back
The alpha left one question open: would parents come, and keep coming back? They do — six sessions and 25 videos a month on average, the video wedge now holding at scale.
Next is rapid testing on what this audience will pay for, with an engaged base to test it with.
- 1New revenue line: 8,500+ engaged parents and real usage data for a previously untapped user type
- 2Cost efficiency: one app delisted and its codebase being retired, freeing engineering capacity
- 3De-risked investment: demand proven with a 150-parent alpha before scaling engineering spend
- 4Platform health: a year-old navigation problem resolved for every role
~6% → TBD
Reached an event page, alpha → today
Will show whether building activation into the product closed the gap.
#23 → #7
App Store rank, launch → 3 months in
Top free sports apps — with little to no marketing and a narrow parent audience.
2 → 1
Apps consolidated
Duplicate delisted, with its sunset underway.