Redefining the Fantasy Cricket Betting Experience.

Company
Gemini Consulting & Services
Year
2020
Team
Lead UX Designer (Myself)
Chief Technology Officer
Product Manager
Developers
QA Engineers
Digital Marketing Team
My Role
Research
Sketch
Wireframe
High-fidelity Prototype
Usability Testing
About FanStrike
FanStrike is a real-time cricket fantasy betting app where users can create their 11-member teams by selecting players from two competing cricket teams. Users have the flexibility to create multiple teams and participate in various contests, enhancing their chances of winning.
The Challenge
With several fantasy sports betting apps already in the market, the core challenge was to position FanStrike as a unique and intuitive offering, ensuring it stands out amidst the competition by providing an unparalleled user experience.
We wanted the FanStrike to differentiate itself in this highly competitive space. The challenge wasn’t just to build another fantasy sports app but to create a platform that provided a seamless, smooth experience where users could effortlessly create their teams and enter contests without friction.
The overarching goal was to make FanStrike:
- User-friendly: Easy to navigate for both new and seasoned fantasy sports enthusiasts.
- Engaging: A dynamic and fun experience with real-time updates.
- Visually appealing: Clean, intuitive interface with minimal learning curve.
- Efficient: Fast, with minimal load times and easy team creation processes.
To achieve these goals, we needed to take a user-centric approach, conduct thorough market research, and use data-driven design techniques.
Design Process
Phase I
Research and Discovery
The initial phase of the project focused on understanding the current landscape of fantasy sports betting apps and identifying areas where FanStrike could differentiate itself. This phase was critical to lay a foundation for design decisions, ensuring we address real user needs and pain points.
Market Research & Competitive Analysis
To lay a strong foundation for FanStrike, I began with in-depth market research focused on leading fantasy sports and betting platforms, including Dream11, My11Circle, and MPL. The goal was to understand the current landscape, identify patterns in user behaviour, and uncover opportunities to differentiate FanStrike with a superior user experience.
Approach
Key Insights & Pain Points Identified
Opportunities for FanStrike
Based on this research, I identified key UX and engagement gaps that FanStrike could address to stand out:
- A clean, guided onboarding tailored to both new and experienced users.
- Real-time match insights and interactions to boost live engagement.
- A simplified, transparent wallet system with clear breakdowns of winnings, bonuses, and transactions.
- A visually consistent and intuitive interface that balances functionality with user delight.
Strengths & Weaknesses:
Each competitor had its strengths – such as fast team creation and rich feature sets – but I also identified several weaknesses: overwhelming user interfaces, complex navigation, and frustrating user experiences, particularly for new users.
Stakeholder Interviews
To align with business goals, I conducted in-depth stakeholder interviews. These discussions helped clarify:
- The core business objectives: high user retention, easy onboarding, and multiple contest entries.
- Stakeholders’ expectations regarding unique selling propositions (USPs) to position FanStrike competitively.
- Insights on potential monetisation strategies and how design could facilitate user engagement.
User Feedback and Pain Points
We gathered feedback from both casual and experienced fantasy app users, identifying common pain points:
By understanding these pain points, we could focus on creating a simplified, intuitive flow for FanStrike.
User Personas & Journey Mapping
Based on the data collected, I developed detailed user personas to represent key audience segments. These included:
For each persona, I mapped out their user journey, highlighting their primary goals, potential frustrations, and opportunities to create moments of delight. This journey mapping also revealed key touchpoints where users would need support, clear guidance, and fast response times to keep them engaged.
Phase II
Structuring the Experience – From Insights to Interaction
After completing the initial research and discovery phase, Phase 2 focused on translating research insights into actionable design artifacts. This phase was critical in shaping the skeletal structure and initial interactions of the FanStrike app. Based on user personas, pain points, and opportunities identified in Phase 1, I moved into crafting the Information Architecture (IA), wireframes, and low-fidelity prototypes, which laid the groundwork for a seamless and intuitive user experience.
1. Information Architecture (IA): Laying the Structural Foundation
The first step in Phase 2 was to define a clear and intuitive Information Architecture that mapped out how content and features would be organised within the app.
Goals of IA Design:
- Reduce cognitive load during navigation
- Prioritise the most important user tasks (team creation, contest entry, performance tracking)
- Create a predictable and learnable structure
Process:
- Card Sorting: Conducted open card sorting sessions with sample users to understand how they grouped and categorized key tasks such as player selection, contest joining, and results viewing.
- Task Flows: Created end-to-end task flows for primary user goals (e.g., “Create a team and join a contest”), ensuring each step was logical and streamlined.
- Navigation Structure: Defined a bottom navigation pattern with core sections:
- Home (Live matches & contests)
- Create Team
- My Teams
- My Contests
- Leaderboard/Profile
The IA ensured users could quickly find what they needed, with minimal friction and fewer screens between intention and action.
2. Wireframing: Visualising the Skeleton
With the IA in place, I translated the structural design into low-fidelity wireframes to explore how users would interact with each part of the app. This stage was not about visuals, but about layout, hierarchy, and interaction logic.
Approach:
- Mobile-first design, keeping in mind the primary use case for users on the go.
- Prioritised key flows: onboarding, player selection, team creation, contest entry, and live tracking.
- Designed with scalability in mind, allowing additional features (like chat, referral, etc.) to be added later without disrupting the core flow.
Key Wireframes Created:
- Onboarding walkthrough: Short, goal-driven steps with benefits and permission prompts.
- Team creation screen: Tabs for player roles (BAT, BOWL, ALL, WK), filters, and budget management tools.
- Contest list view: Highlighted entry fee, prize pool, contest rules, and time left.
- Live match dashboard: Visual performance indicators, player score updates, and team leaderboard.
Each wireframe focused on delivering clarity of function, ensuring users wouldn’t get lost or overwhelmed while completing core tasks.
3. Low-Fidelity Prototypes: Testing Interactions Early
Next, I linked the wireframes into interactive low-fidelity prototypes using tools like Figma. These were essential to simulate the app’s flow and behaviour before diving into high-fidelity visuals.
Goals of Low-Fi Prototyping:
- Validate core user flows with users and stakeholders early
- Uncover usability issues before investing in detailed visual design
- Communicate intent clearly for feedback and alignment
Core Flows Prototyped:
- Account setup and onboarding
- Creating and editing a team
- Joining contests with single or multiple teams
- Tracking team performance during a live match
The clickable prototypes allowed users and stakeholders to experience the app’s logic and pacing, making feedback more actionable and contextual.
4. Stakeholder Presentation & Feedback Loop
Once the low-fi prototype was complete, I presented the flow and structure to key stakeholders, including product owners, developers, and marketing leads.
Presentation Highlights:
- Walked through the user journey from onboarding to contest entry
- Showed how design decisions were grounded in user research (from Phase 1)
- Illustrated the simplicity and speed of creating a team, one of our key differentiators
Key Feedback Received:
- Positive: Stakeholders appreciated the intuitive flow, clear categorisation of players, and how contest details were made transparent and easy to understand.
- Suggestions:
- Add a visual budget tracker during team creation for better clarity.
- Enable saving incomplete teams for users who want to return later.
- Include quick contest filters (by entry fee, prize pool, type) to improve discoverability.
5. Iteration Based on Feedback
Taking the feedback into account, I iterated on the prototypes:
- Budget Tracking Enhancements: Integrated a live budget meter that visually updated as users added or removed players.
- Draft Save Functionality: Added the ability to save incomplete teams and return later, with autosave prompts.
- Contest Filtering UI: Designed filter chips and a bottom sheet to allow sorting and filtering of contests without navigating away from the main list.
These changes were lightweight yet highly impactful, enhancing clarity and flexibility without complicating the user experience.
Outcome of Phase 2
By the end of Phase 2, we had a validated structural foundation and a user-approved interactive experience. The wireframes and low-fi prototypes served as a bridge between research and high-fidelity design, aligning all stakeholders on direction and priorities.
This phase ensured that we were not only designing a visually pleasing interface but also building a product that was deeply aligned with real user behaviours and business objectives.
Design & Delivery
Visual Design, Design System & Usability Testing
Having laid a strong foundation through user research, information architecture, and wireframes, Phase 3 focused on translating these functional blueprints into a visually engaging and interactive user experience. This phase also included building a scalable design system to ensure consistency across the app and conducting usability testing on high-fidelity prototypes to validate design decisions.
1. Visual Design: High-Fidelity UI Mockups
The transition from low-fidelity to high-fidelity design was more than just adding colours and fonts. It involved creating a visually cohesive interface that aligned with the app's goals: intuitive, exciting, and competitive, but also easy to navigate.
Design Objectives:
- Establish FanStrike's visual identity in a crowded fantasy app space.
- Use visual hierarchy and contrast to support quick decision-making.
- Ensure the interface works well under real-world conditions (e.g., low light, fast interactions during live matches).
Design Language:
- Colour Palette: A bold, energetic palette combining deep blues and dynamic accent colors (e.g., orange and lime green) to signal action, performance, and urgency.
- Typography: Clean, sans-serif fonts with varied weights for clarity and emphasis, helping users scan content quickly.
- Icons & Imagery: Custom iconography and player thumbnails were designed to enhance recognition and support quick actions.
Key UI Screens Designed:
- Onboarding: Illustrated walkthroughs showcasing key app benefits and a frictionless signup/login flow.
- Team Creation: Visually rich player cards with filters, roles, and real-time feedback on budget, credits, and team balance.
- Contest Lobby: Interactive cards with hover states, entry fees, rewards, and deadline timers.
- Live Match Dashboard: Score animations, player performance badges, and team comparison visuals to keep users engaged.
- User Dashboard: Clear summary of active contests, rankings, winnings, and match history.
Each screen was designed to maintain clarity under pressure, acknowledging that many users interact during live matches with limited time and attention.
2. Building the Design System
To ensure long-term consistency and scalability, I developed a comprehensive design system that would serve both the design and development teams.
Key Components Included:
- Colour Tokens: Primary, secondary, tertiary, alert, and background colour variants with dark/light mode support.
- Typography Styles: Scalable text sizes with consistent spacing and line-height rules for headings, body text, labels, and UI elements.
- Grids and Layouts: Mobile-first responsive grid system and layout guidelines for modularity.
- UI Components: Buttons, tabs, cards, chips, dropdowns, modals, and loading states, with variants for size and state (e.g., default, hover, active, disabled).
- Interaction Patterns: Animation principles for transitions, microinteractions, and feedback (e.g., loading spinners, haptic-like cues for button presses).
- Icons: Custom icon pack aligned with FanStrike’s branding.
This design system not only improved development handoff efficiency but also ensured a consistent user experience as the product scaled and new features were introduced.
3. High-Fidelity Prototypes & Usability Testing
With the visual design complete, I developed clickable high-fidelity prototypes using Figma for key flows. This allowed us to conduct in-depth usability testing before development.
Core Flows Tested:
- Team creation from scratch
- Contest browsing and filtering
- Joining contests with multiple teams
- Viewing live scores and switching between teams
- Tracking player performance and contest rankings
User Testing Methodology:
- Remote testing with moderated sessions and screen recordings
- Task-based testing, e.g., “Create a team for today’s match and join a ₹100 contest”
- Participants from different user personas (newbies, casual gamers, frequent fantasy players)
Key Insights & Iterations:
Successes:
- Users found the app visually appealing and intuitive.
- The budget bar and player filters were frequently praised for clarity.
- Contest filters made it easier to locate preferred contests.
Opportunities for Improvement:
- Users wanted clearer status indicators in the dashboard → Solution: Introduced status tags like “LIVE,” “UPCOMING,” and “RESULTS.”
- Tapping on player stats needed better discoverability → Solution: Added subtle call-to-actions and tap animations.
4. Developer Handoff & Design Documentation
Once final designs were approved and validated, I prepared detailed design documentation to support developers in implementing the UI with accuracy.
Assets & Specs Delivered:
- Figma components and screen flows linked to the design system
- Export-ready icons and images
- Interaction notes for transitions, microanimations, and loading behaviours
- Collaboration sessions with the dev team to clarify edge cases and responsive behaviour
The design-to-dev handoff was smooth and efficient, minimising back-and-forth and enabling faster build cycles.
Outcome of Phase 3
By the end of Phase 3, FanStrike had a fully designed, visually branded, and user-tested experience ready for development. The high-fidelity designs, coupled with a robust design system and validated user flows, positioned the app for a successful launch.
Key Achievements:
- Delivered a scalable design system that improved speed and consistency across teams.
- Created a visually distinct UI that stood out from competitors in the fantasy gaming space.
- Achieved a 92% task success rate during usability testing with minimal onboarding friction.
- Reduced time-to-contest-entry significantly due to a clean, guided team creation flow.