Hudl for Parents

Bringing parents into Hudl for the first time — and rebuilding the foundation underneath them

Hudl

Hudl is a sports performance platform coaches, athletes, and administrators use for video, analytics, and team communication. This project designed Hudl's first product for parents, from scratch, with a paid subscription as the long-term goal.

Rather than ship it as a standalone 0→1 build, the project became the forcing function for consolidating two apps and rebuilding navigation for every role.

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
UX ResearchProduct StrategyUX/UI Design

My Position

Sr. Product Designer

Tools

Figma, Miro, Claude, NotebookLM

Timeline

6 months → Spring alpha → Summer 2026 launch

The Challenge

A new user type, a mental model shift, and two apps becoming one

Parents had always been adjacent to Hudl — watching games, chasing highlights — but never had a product built for them. Launching one was also the moment to fix two problems that had been building for years.

  • 1Define and validate an MVP for parents — groundwork for an untapped revenue line
  • 2Consolidate two overlapping apps into one, delisting the duplicate and cutting its engineering overhead
  • 3Fix a year-old navigation and information architecture problem across the whole platform
Diagram of the three problems: a new parent user type, two apps consolidating into one, and one navigation model for every role

Summary

At a Glance

  • 1Took a brand-new user type from zero to 8,515 parents in three months, averaging 6 sessions and 25 videos per parent each month
  • 2Used pilot data to reframe the core problem as activation, not retention — and reset the roadmap heading into launch
  • 3Led a navigation and IA fix that shipped for every role, and advised other designers to keep it consistent beyond this workstream
  • 4Went past design files: merged real pull requests and built Claude Skills tooling for the wider team

Discovery

Discovery — Designing for a user who didn't exist yet

There was no parent research to start from. The first question wasn't what to build, but what job a parent is actually trying to get done — and how little of that could ship as a genuinely useful alpha. What did exist was a list of known problems in the legacy Fan app: empty schedules and rosters, unreliable livestream-to-replay handoffs, hard-to-find teams, and friction around purchases and refunds.

  • 1

    Two apps, one job

    Parents bounced between two apps to get the full picture of their athlete's season — and sensed there was more content in Hudl's main app than in the fan app built for them. Consolidation mattered as much as any new screen.

  • 2

    A navigation problem a year in the making

    Discovery kept surfacing a mental-model problem that had been flagged a year earlier and never prioritized. Going back through feedback from coaches, athletes, and admins made the case that this was a platform-wide fix, not a parent one-off.

  • 3

    Turning feedback into signal

    A pipeline on top of in-app comments used AI-assisted text analysis to sort raw feedback into recurring themes, feeding a sentiment dashboard segmentable by cohort. It replaced anecdotes with a repeatable check on whether new work addressed what parents cared about most.

    Diagram of in-app comments sorted by AI into themes, feeding a sentiment-over-time dashboard
  • 4

    What parents were running into

    Parents expected far more video than existed. Teams were hard to find, pushing people into workarounds just to follow their own kid. Location and favorite teams weren't shaping what anyone saw first. And every team profile looked the same — what the team started calling "profile blindness."

  • 5

    Not breaking it for everyone else

    The legacy app wasn't only for parents: coaches analyzed games there and recruiters browsed player profiles. Every change had to serve parents without quietly breaking those other jobs.

  • 6

    Built to learn fast

    With so much unproven, the alpha was instrumented to learn quickly. For parent-facing features, that meant — production-fidelity prototypes, updated live on calls with families.

Strategy

Reframing the Problem

"...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 for a new user, sitting beside everything else. The bigger opportunity was making the whole platform better in the process: one experience instead of two, and a navigation model that made sense for everyone.

Strategy

Design Strategy

  • 1

    Ship the alpha, then let it teach you

    Instead of fully scoping the product up front, get a real version in front of real families early and treat the alpha as the primary research tool.

  • 2

    Fix the foundation once

    Rebuilding navigation is disruptive, so it had to happen deliberately and once — designed to hold for parents and every existing role, not patched around the new addition.

  • 3

    Design the seams for monetization, don't build it yet

    A future subscription shaped how flows and permissions were structured, without committing to paywalls or pricing before there was evidence of what parents would pay for.

  • 4

    Prototype in code, polish in code

    put production-fidelity prototypes in front of parents, 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 the fix consistent. The consolidation strategy was shaped through cross-functional sessions with product, marketing, and engineering — sequencing it around the parent rollout and keeping messaging honest about what shipped when.

Build

The MVP — Consolidation, navigation, and a new experience

  • 1

    Merging two strong products into one

    This wasn't folding a failing app into a stronger one. In the year before, the Fan app's NPS climbed from -5 to 30 and it reached #12 among free sports apps — ahead of Hudl's flagship at #30. Combining them ended the split attention, delisted the duplicate, and started the migration off its separate codebase.

    Hudl and Hudl Fan as two separate App Store listings before consolidation
  • 2

    One navigation model for every role

    The navigation and IA rebuild shipped platform-wide, resolving a year of accumulated feedback and giving every user type a clearer mental model of the product.

    Diagram of coach, athlete, admin, and parent roles all sharing one navigation bar
  • 3

    The cornerstone: design around the event, not the video

    Parents plan their week around games, not around whether video exists. A video-first model dead-ended whenever a stream fell through or hadn't posted. An event-first page gave every game somewhere reliable to land — and a foundation for schedules, live data, and video to layer onto.

    Comparison of a video-first model that dead-ends without video versus an event-first page that always has content
  • 4

    A closed pilot, built to be tested

    The experience shipped first to a small group of real teams and families, with features added 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.

    Staircase of features added one at a time during the closed pilot

Learnings

Alpha Learnings — Turning Data Into a New Point of View

"...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 and no marketing, about 40% engaged — and half of those watched video, validating video as the wedge into this market. Five patterns reshaped the point of view heading into launch.

Funnel from 150 alpha parents to about 40% engaged to about 6% reaching an event page, highlighting the discovery gap
  • 1

    Activation, not retention

    90% of parents who reached an event page went on to watch video, but only about 6% got there. The product worked; discovery didn't. The next phase became about building activation into the product rather than relying on outside prompts.

  • 2

    The post-game moment is the hook

    Email opens ran 42–50% against a 36.9% benchmark, but post-game sends drove about 4.5x the benchmark click-through while other reminders barely moved. 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 were already doing it through desktop workarounds. Creation turned out to be a core reason to come back, not a nice-to-have.

  • 4

    Trust before automation

    Automated highlights were in high demand, but a missed moment or mis-tagged athlete undercut confidence 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. Outreach and onboarding were rethought around those roles rather than treating every adult around a team the same.

90%

Event page → video watch rate

Parents who reached an event page and went on to watch video — the experience converted once found.

~6%

Reached an event page

Share of the full cohort that got that far — 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

The Launch — From 150 parents to thousands

General availability shipped in July 2026 on the new foundation — consolidation and navigation were already complete. The first week was quiet, with 78 parents. By the end of month one, about 4,400 had registered; by month three, 8,515.

A related feature released a month into the project opened a second door: an age gate requiring under-18 athletes to request parent consent brought about 600 parents through in its first week, connected directly to their athlete.

Unique parents since general availability
  • Week 178
  • Month 1~4,400
  • Month 38,515

Milestones are unevenly spaced — bars show the cumulative total at each point, not equal time intervals.

Impact

The Impact — Three months in

The alpha left one question open: would parents come, and keep coming back? They do. The average parent returns six times a month and watches 25 videos — the video wedge the alpha pointed to, now holding at scale.

Next is rapid testing on what, specifically, this audience will pay for, with an engaged base of parents 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 separate codebase on the way out, freeing engineering capacity
  • 3De-risked investment: demand proven with a 150-parent alpha before committing engineering spend at scale
  • 4Platform health: a year-old navigation problem resolved for every role

8,515

Unique parents in 3 months

For a user type Hudl had never designed for.

25

Videos per parent, monthly

The alpha's video wedge, confirmed at scale.

6

Sessions per parent, monthly

Repeat use, not a one-time look after signup.

~6% → TBD

Reached an event page, alpha → today

Will show whether building activation into the product closed the gap.

#23 → TBD

App Store rank, launch → today

Among free sports apps at launch in July 2026, against where it sits with parents live.

2 → 1

Apps consolidated

Duplicate delisted, with its sunset underway.

project 1/7