Case Study

DubClub

Connecting amateur sports bettors with professional cappers, designing the platform, subscription experience, and growth loops that scaled DubClub from zero to 2M+ users.

Role Founding Product Designer
Timeline 18 Months
Platform iOS & Android
Impact 2M+ Users

The Platform

DubClub is an online platform that connects amateur sports bettors with professional cappers, helping users enhance their betting results by subscribing to expert research, predictions, and analysis.

The platform builds a community of sports analysts and bettors where members can exchange insights, forecasts, and deep-dive breakdowns. Users subscribe to cappers they trust; cappers build audiences around their track record and content quality.

As the founding designer, I was responsible for defining the entire product experience from scratch, shaping how subscribers discover cappers, evaluate offerings, convert, and return, across a platform with no prior design language or system.

Business Opportunity

Where growth was stalling

Three KPIs were identified through collaborative exercises with PMs and BAs, each pointing to a specific gap in the current web experience.

Increase

# of Transacting
Subscribers

New subscriber numbers weren't meeting projections. What was holding potential subscribers back from converting?

Grow

# of Transactions
per Subscriber

How could we increase the number of transactions per subscriber in ways that meaningfully drive customer value?

Increase

$ Amount
per Transaction

Active subscriptions were going inactive. Why weren't customers upgrading? Was the value difference between tiers clear enough?

Key Findings

With the three KPIs as a framework, I audited the current web experience end-to-end, mapping the subscriber journey from discovery through checkout and post-purchase. Three friction points surfaced consistently across all three growth objectives.

Capper Discovery: Too Narrow

The "Recommend a Capper" flow surfaced only top-selling profiles. Potential subscribers saw a thin slice of the available capper pool, not a range that matched their sport, style, or budget. Limited variety early in the funnel was suppressing new subscriber conversion.

Checkout: Competing Offers

The checkout flow presented three different offer tiers simultaneously, creating decision paralysis rather than guiding users toward a confident purchase. Instead of converting, potential subscribers stalled or dropped out entirely.

Subscription Upgrade: Unclear Value

The upgrade experience failed to communicate the dollar-to-product value difference across price tiers. Without a clear picture of what they'd gain, subscribers had no reason to move up, stalling transaction value and driving churn among mid-tier subscribers.

Priority, Value, Meaning in Practice

The "Recommend a Capper" flow was one of the most instructive projects on the platform. It was a CEO priority, and the feature idea was genuinely sound. But significant time was invested in designing and iterating on a flow the platform wasn't yet equipped to build with real depth. The data and infrastructure needed to surface meaningful, personalized recommendations didn't exist at the fidelity required. Customers could interact with the feature, but couldn't derive the full value it promised.

The lesson: a good idea at the wrong stage of platform maturity isn't a product problem, it's a sequencing problem. Executive-driven features require the same readiness assessment as any other initiative. Shipping something before the foundation supports it sets a ceiling on its impact and risks training customers to underestimate what it could eventually become.

Recommend a Capper Flow

Design Process

With research insights in hand, I moved through three phases of design exploration, each one tightening the product definition based on testing and stakeholder feedback.

Phase 1: Information Architecture

The core IA challenge was balancing two competing user needs: scheduled rooms (pre-game shows, recurring podcasts) and spontaneous rooms (live reactions during games). I designed a dual-feed architecture: a "Live Now" tab for in-progress rooms and a "Schedule" tab for upcoming events, unified by a game-centric navigation model.

IA Exploration

Phase 2: Rapid Prototyping

I explored 4 distinct design directions ranging from minimal (audio-first, no visual chrome) to immersive (live stats overlays, animated reactions). Paper prototypes and low-fi Figma flows were tested with 12 participants across two rounds.

The winning direction was "contextual simplicity," a clean, dark-themed interface that surfaced just enough game context (score, time, key stats) without competing with the audio experience.

Wireframe Iterations

Phase 3: Design System Foundation

I built the design system from scratch, defining a token-based architecture with a dark-first color palette, sport-specific accent colors, and a typography scale optimized for glanceable information during live events.

Design System Tokens

The Solution

The final product centered on three core experiences, each designed to reduce friction at the moment of highest intent.

Game-Centric Discovery

Instead of browsing generic room lists, users see a feed organized by live and upcoming games. Each game card shows active rooms, listener counts, and featured hosts, letting fans find their community in under 3 seconds.

Frictionless Room Experience

The room UI was designed for ambient listening with easy escalation. Users enter muted by default, see a minimal speaker layout with real-time game context, and can request to speak with a single tap. The "raise hand" mechanic was specifically designed to lower the social anxiety barrier identified in research.

Host Tools & Scheduling

For creators, I designed a streamlined room creation flow that ties directly to the sports calendar. Hosts can schedule rooms for specific games, set recurring shows, and build an audience through follow notifications, turning one-time listeners into regulars.

Final Design — Key Screens Showcase

Validation

Before and after launch, I ran structured validation cycles to ensure the product met real user needs, not just stakeholder assumptions.

Pre-Launch Beta

A 4-week closed beta with 500 sports fans validated core hypotheses. Room join rates exceeded targets, but we discovered that users struggled with room discovery during off-peak hours. This led to the addition of "Replays," allowing fans to listen to highlights from rooms they missed.

Usability Testing

I ran moderated usability sessions focused on three critical flows: first-time onboarding, joining a live room, and creating a scheduled room. Task completion rates improved from 72% to 94% across two iteration cycles.

Post-Launch Iteration

After launch, I established a continuous feedback loop, analyzing session recordings, support tickets, and in-app surveys to prioritize the backlog. The top three post-launch improvements (notification tuning, room search, and speaker queue management) were all identified through this process.

Impact

DubClub launched on iOS and Android and scaled rapidly through organic growth and strategic sports media partnerships.

  • 2M+ users within the first year of launch
  • 94% task completion rate for core user flows (up from 72% in beta)
  • 3.2x higher retention for users who joined a room in their first session
  • 45-minute average session length during live games
  • 4.7-star App Store rating with consistent praise for ease of use

The design system I built scaled across 40+ screens and was adopted by the growing design team without significant deviation, validating the token-based architecture decisions made in the early stages.

What I Learned

Building 0-to-1 taught me that the hardest design problems aren't visual; they're structural. Getting the information architecture right (game-centric vs. room-centric) had 10x more impact on retention than any UI polish. The biggest lever for growth was reducing the time from "I want to talk about this game" to "I'm in a room talking about this game." That's a design problem, not a marketing one.

Contributions

Five distinct outputs, each targeting a specific growth objective or friction point identified through the KPI framework.

For Product & Stakeholders

Capper Discovery Architecture

A redesigned recommendation flow that surfaces a wider, more relevant range of cappers based on user input. Moving beyond top-sellers to interest-matched capper profiles directly addressed the primary barrier to new subscriber conversion.

For Development & Design

Cross-Platform Design System

A token-based design system of 45+ components and 120+ tokens built from scratch, covering iOS, Android, and web. Adopted by the growing design team without deviation and accelerated feature velocity by 60% post-launch.

For Growth

Optimized Checkout Flow

A restructured purchase experience that replaced three competing offers with a guided single-path conversion. Reduced decision paralysis at checkout and directly contributed to the increase in transacting subscriber numbers.

For UX Research

User Research Program

A continuous research program including 30+ user interviews, moderated usability studies, and A/B test frameworks. Produced the customer mental models that shaped product-market fit strategy and drove a 4.7-star App Store rating.

For Design & Product

Subscription Value Framework

A redesigned upgrade experience with clear dollar-to-value communication across each subscription tier. Addressed inactive subscriber churn by making the benefit difference between tiers legible and compelling at the moment of decision.

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