Hudl for Parents

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
UX ResearchProduct StrategyUX/UI Design

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
Diagram of the three problems: a new parent user type, two apps consolidating into one, and one navigation model for every role

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.

    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, 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.

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

    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 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.

    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

    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.

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

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.

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

Unique parents since general availability
  • 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.

project 1/7