WORK / CASE STUDY 3

MyLeague App

The MyLeague app offers opportunities for people to connect with each other through their love of sport. The success of this product will enable NRL to become one of the largest and most connected community nation-wide.

Close-up of a smartphone screen displaying the NRL MyLeague app with upcoming junior rugby league game details, against a green background.

CLIENT

NRL


SECTOR

Sports


MY ROLE

Product Designer


TIME

4 Months

PROJECT OVERVIEW

THE PROBLEM

NRL wanted to identify opportunities to improve user experience and feature enhancements.

HYPOTHESIS

01 Users need to go in and out of app to gather information

02 UI is outdated and not suitable for young people

PROJECT OVERVIEW

BUSINESS OBJECTIVE

Increase app awareness among the community and boost in-app engagement.

PROJECT OVERVIEW

DESIGN PROCESS

Flowchart illustrating a process with three stages: Discover, Define, and Develop, emphasizing designing the right things and focusing on insights and areas.

I approached this design challenge with two different types of thinking:

  • Divergent: keep an open mind

  • Convergent: narrowing down to the best idea

UNDERSTANDING THE USER

USABILITY TESTING

I conducted usability testing with users to see how easy it was for users to use the app Study results were analysed and insights provided a direction for the design.

LOCATION

REMOTE

PARTICIPANTS

5 PEOPLE

LENGTH

45 MINUTES

UNDERSTANDING THE USER

KEY INSIGHTS

User testing results were synthesised into actionable insights. This ensured that all design decisions were human centered and based on real user data.

Jump in and out to app - its all over the place and not fun to use.

I’m not interested in the news, just the matches.

Rewards would encourage me and my friends to use the app.


CONTENT

Users found that some of content was not interesting to them and that information was presented in

EASE OF USE

Users found it annoying to go in and out of app to get the information that they needed.

REWARDS

Users wanted an incentive to keep using the app.

UNDERSTANDING THE USER

USER PERSONAS

Fictional personas were built using data gathered from user research interviews. Their goals and characteristics represent the needs of a larger group of users. This helped me build empathy, identify patterns of behaviour and preferences.

PROBLEM STATEMENT 01

Shawn is in year 10 of highschool and loves to play sport. His friends and family are also sport loves and they love to talk about who’s team is winning and who’s the better player when they get together.

A young male football player stands on a grassy field holding a football, wearing a maroon and yellow jersey with the letter M and the AFL logo. The background shows an open sports field with goal posts, trees, and a clear sky.

UNDERSTANDING THE USER

USER JOURNEY MAP

Flowchart illustrating user experience with a sports app, showing stages from discovery, first interaction, returning user to advocacy, with emojis, speech bubbles, and icons for sign-up and app usage.

I created a journey map to analyse the touchpoints between the user and the product. This helped me empathise with the user, highlight frustrations and improvement opportunities.

THE SOLUTION

THE PROTOTYPE

A simulation of the final product used for testing and validating design decisions before development.

FINALISING THE DESIGN

ACCESSIBILITY

Accessibility is important because it ensures that everyone, regardless of their abilities can access and use the products, promoting inclusion.

COLOUR CONTRAST

Previous branding of Intent Connect was did not pass WCAG standards. New branding follows WCAG and has high contrast.

RESPONSIVE DESIGN

Users may access the website from a variety of devices with different sizes.

GOING FORWARD

LESSONS LEARNT


WENT WELL

User Research Clear insights on what was wrong with the app and many opportunities for improvement.

TO IMPROVE

Time constraint As this was contract work I wasn’t a part of the end-to-end process. The research and design was then handed over to the internal team. Hard to get feedback for improvement.