AthletesGoLive 2.0 — Platform UX Redesign — Aaron Pimentil

ATHLETES
GOLIVE
2.0

Redesigning a multi-user sports streaming and management platform from the ground up — through heuristic research, persona development, and a full V2 design system.

Director of UX Sports‑Tech UX Strategy Heuristic Evaluation Persona Development User Research Information Architecture Wireframing Hi‑Fi Prototyping Design System Subscription UX Developer Handoff iOS Android 14 Month Redesign
My Role
Director of UX
Company
AthletesGoLive
Timeline
March 2024 — December 2025
Platform
iOS · Android · Web

One platform.
Many roles to serve.

AthletesGoLive is a live sports streaming and management platform connecting schools, travel teams, athletes, coaches, fans, and scouts across youth and amateur sports. When I joined as Director of UX, the existing app had grown organically without a unified design language — a fragmented experience that frustrated each of its distinctly different user types.

The mandate was clear: audit the current product with rigor, build a research foundation, and design a V2 experience that would serve a complex multi-persona audience without compromising on performance or clarity for any of them.

Challenge
7 user types, one fragmented app with no shared design system
Approach
Heuristic evaluation, persona research, full V2 redesign
Scope
Registration · Profiles · Team Mgmt · Live Scoring · Subscription
Impact
End-to-end V2 UX system delivered to engineering

Director of UX.

I led all UX strategy and execution end-to-end — from establishing a research and evaluation cadence to designing a V2 system architecture that could scale across user types and platform contexts. I operated as the sole UX practitioner and was embedded directly with product and engineering leadership.

The Core Problem

  • Seven user types (Fan, Athlete Pro, Athlete Elite, Team, Organization, College Coach, Instructor) forced through one registration flow with no role-appropriate onboarding
  • No visual hierarchy or brand consistency across screens — each feature looked like it was built in a different era
  • Critical features buried or inaccessible without prior system knowledge
  • Subscription upsell architecture was a single blocking modal with no context or tier comparison
  • Team management and scoring workflows required expert-level familiarity to execute
  • No design system in place — every new feature introduced new inconsistencies

The product
as it existed.

Before redesigning anything, I documented the full V1 state of the AthletesGoLive mobile app across all major user flows. These screens represent the baseline — the foundation for every heuristic violation, persona insight, and design decision that followed.

Onboarding & Registration
Splash Screen
Splash — V1
Login
Login — V1
User Type Selector
User Type Select — V1
Registration Form
Registration — V1
Sport Type Modal
Sport Select Modal — V1
Registration Filled
Registration Filled — V1
Team Admin Registration
Team Admin Form — V1
Navigation Drawer
Nav Drawer — V1
Home Feed & Discovery
Home — Live Now
Home Feed — V1
Home — Expanded
Home Expanded — V1
Search & Filter
Search Filter — V1
Search Results
Search Results — V1
Athlete Profiles & Stats
Team Members List
Team Members — V1
Athlete Profile Header
Athlete Profile — V1
Athlete Contact & Media
Athlete Profile (cont.) — V1
Stats & Advanced Metrics
Athlete Stats — V1
Team Management & Live Scoring
Team Lineup Setup
Team Lineup Setup — V1
My Lineup Builder
Lineup Builder — V1
Live Gamecast
Live Gamecast — V1
Box Score
Box Score — V1
Play by Play
Play by Play — V1

Start with the
evidence.

Before designing a single new screen, I established a structured research cadence using Nielsen's 10 Usability Heuristics as the evaluation framework. The goal was to move from subjective impressions to documented, severity-rated evidence — giving engineering and product leadership a shared, defensible language for prioritizing UX fixes.

01

Heuristic Evaluation Setup

I defined the evaluation parameters: device (iPhone 14s Pro / Safari), app version, severity rating scale (0–4), and heuristic framework. Every finding was categorized as Functionality, Efficiency, or Accessibility — making prioritization decisions clear for both product and engineering teams.

HE Evaluation Framework
HE Evaluation Framework — Severity Rating Scale
Nielsen's 10 Usability Heuristics
Nielsen’s 10 Usability Heuristics
02

Iterative Evaluation Cadence

The evaluation followed a continuous improvement loop: Overview the system → Share Knowledge Session → Define Recommendations → Validate Within the System → Discover New Findings → Review Findings → Define Recommendations → Document and Summarize. This ensured findings informed each subsequent pass rather than being treated as a one-time audit.

Heuristic Evaluation Cadence
Heuristic Evaluation Cadence
03

4 Focused Areas

The AGL heuristic findings were concentrated across four high-impact areas of the application: Registration, User Profile, Team Management, and Scoring a Game. These were the flows with the highest frequency of use and the most critical severity ratings.

Findings Taxonomy
Findings Taxonomy
4 Focused Areas
4 Focused Areas

Every violation
documented.

Each heuristic was evaluated against the live AGL app, with specific violations identified, annotated against real app screens, and paired with severity ratings. The most critical violations — rated Severity 4 — were flagged as immediate barriers to usability.

4
Visibility of System Status
No loading indicators, no confirmation messages, unclear error states, and no navigation progress indicators during multi-step forms.
4
Match Between System & Real World
Non-intuitive icons, unnatural navigation flow, inconsistent terminology (“cart” vs “basket”), and a registration path that doesn’t mirror real-world user expectations.
3
User Control & Freedom
No undo/redo, irreversible actions without confirmation, users trapped in strict process flows with no ability to skip or back out of steps.
4
Consistency & Standards
Inconsistent navigation elements, variable button styles, inconsistent iconography for the same actions, and variable terminology across screens.
3
Error Prevention
Forms allow invalid submission without inline validation, irreversible actions proceed without confirmation gates, no safeguards on destructive operations.
3
Recognition Rather Than Recall
Users must remember terminology, roles, and navigation patterns across sessions. No contextual help or smart defaults to reduce memory load.
HE Report — Heuristic 1 & 4
HE Report — Heuristic 1 & 4
HE Report — Heuristic 2
HE Report — Heuristic 2
HE Report — Heuristic 3
HE Report — Heuristic 3
HE Report — Heuristic 4
HE Report — Heuristic 4
HE Report — Heuristic 5 & 6
HE Report — Heuristic 5 & 6
HE Report — Heuristic 7 & 8
HE Report — Heuristic 7 & 8
HE Report — Heuristic 9 & 10
HE Report — Heuristic 9 & 10
HE Report — Registration Findings
HE Report — Registration Findings
HE Report — Team Management Findings
HE Report — Team Management
HE Report — Scoring Findings
HE Report — Scoring Findings
Interview Findings Summary
Interview Findings Summary

Four personas.
One platform.

The AGL user base spans seven user types (Fan, Athlete Pro, Athlete Elite, Team, Organization, College Coach, and Instructor), but the research distilled these into four primary personas that represented the broadest spectrum of goals, frustrations, and context of use. Building fewer, richer personas ensured design decisions stayed focused rather than diluted across edge cases.

Persona 1
Persona 1
Persona 2
Persona 2
Persona 3
Persona 3
Persona 4
Persona 4
Interview Quotes — Vol. 1
Interview Quotes — Vol. 1
Interview Quotes — Vol. 2
Interview Quotes — Vol. 2

The redesign.
Built for every user.

With a fully documented research foundation, I moved into V2 design — a ground-up redesign of the AthletesGoLive platform. Every V2 decision traces directly to a heuristic finding, a persona goal, or a severity-rated violation from the evaluation phase.

Onboarding & Registration — V2

Redesigned to introduce role-aware flows, progressive disclosure across multi-step forms, inline validation, and proper system status feedback at every step.

Onboarding Step 1
Landing Page
Onboarding Step 2
Get Started
Onboarding Step 3
Basic Info
Onboarding Step 4
Select your Role
Onboarding Step 5
Success Screen
Home & Discovery — V2

A restructured home experience with clear content hierarchy, contextual navigation, and subscription architecture that communicates value before asking for commitment.

Home & Discovery 1
High visibility - Grid View
Home & Discovery 2
High visibility - Line View
Home & Discovery 3
Search Bar with History Function
Home & Discovery 4
User Subscription Screen
Home & Discovery 5
User Account Management
Home & Discovery 6
Cancel Subscription
Profiles — V2

Every user type gets a purpose-built profile experience. Team, Fan, and Athlete profiles each surface role-appropriate content, actions, and data — no more one-size-fits-all layouts that leave critical information buried.

Team Profile
Team Profile 1
Team Dashboard
Team Profile 3
Team Home Screen
Team Profile 2
Team Roster
Team Profile 4
Team Live Game
Team Profile 5
Team Schedule Event
Fan Profile
Fan Profile 1
Fan Dashboard - Grid View
Fan Profile 2
Fan Dashboard - Line View
Fan Profile 3
Fan — Watch an Archived Game
Fan Profile 4
Fan Profile
Athlete Profile
Athlete Home
Athlete Home — Free
Athlete Profile 1
Athlete Home — Pro
Athlete Profile 2
Athlete — Stats & Metrics
Athlete Profile 3
Athlete — Game Clips, Favorites, Highlights
Athlete Profile 4
Athlete — Recruiting - Profile Views
Athlete Profile 5
Athlete — Active Recruiters
Athlete Profile 6
Athlete — Connect & Share My Profile
Dashboards — V2

Role-specific dashboards replace the single generic home screen. Fan, Team, and Athlete users each land in a context-aware hub that surfaces what matters most to them immediately.

Fan Home Dashboard
Fan Dashboard
Athlete Home Dashboard
Athlete Dashboard
Coach Home — No Athletes
Team Coach Dashboard — (No Athletes)
Coach Home — With Athletes
Team Coach Dashboard — (With Athletes)
Live Game Experience — V2

The live game experience is the core value proposition of AthletesGoLive. V2 redesigns every touchpoint — from pre-game setup through live scoring, in-game viewing, and post-game box score review.

Live Game 1
Live Game Setup
Live Game 2
Select Your Roster
Live Game 3
Choose Player Position
Live Game 4
Choose Player Position — Active
Live Game 5
Scoring A Live Game
Live Game 6
Gamecast Live View — Day Time
Live Game 7
Gamecast Live View — Night Time
Live Game 8
Play By Play
Live Game 9
Play By Play — Highlight and Expanded
Live Game 10
Post Game Videos
Live Game 11
Archived Game with Highlight Markers

Research-driven.
Platform-ready.

AthletesGoLive V2 was built on a documented research foundation that didn’t exist before this engagement. Every heuristic violation was catalogued and assigned a severity rating. Every persona had a named, researched identity. Every V2 design decision traced back to evidence.

For a platform serving seven distinct user types (Fan, Athlete Pro, Athlete Elite, Team, Organization, College Coach, and Instructor) across streaming, live scoring, recruiting, and team administration, this foundation wasn’t optional — it was the only path to a product that could serve all of them without sacrificing any of them.

What Was Delivered

  • Full heuristic evaluation of V1 across 10 Nielsen heuristics with severity ratings (0–4)
  • 4 primary personas developed from multi-participant user research
  • HE findings organized into Functionality, Efficiency, and Accessibility categories
  • V2 design system covering all major flows: registration, home, profiles, team management, and live scoring
  • Subscription tier architecture with contextual gating replacing the single blocking modal
  • Implementation-ready specs and prototypes for iOS, Android, and web
  • Design system documentation to support ongoing development consistency
7
User Types Designed For
635+
Screens Delivered to Dev
200+
Component System Library with Color State Variables
15K+
Users on V2 Platform Nationwide
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