Discovery Deck · Product Strategy · NFHS Network

PlayOn
Sports
Network

A full product discovery engagement for the largest high school sports streaming platform in the US — diagnosing why millions of fans churn, designing a strategy to keep them, and delivering a roadmap that stakeholders could actually act on.

My Role
Product Designer · Lead
Type
Product Discovery
Platforms
OTT · Mobile · Web
Constraint
Lack of time
Discovery Deck Stakeholder Research Journey Mapping Product Strategy Business Model Canvas SWOT Analysis Gamification
play n! HIGH SCHOOL SPORTS NETWORK USER JOURNEY MAP VISIT SITE 🙂 Curious SUBSCRIBE 😟 Frustrated WATCH 🙂 Happy CANCEL 😐 Indifferent RESUB 😁 Excited STAKEHOLDER MINDMAPS Martin Prioritization Mobile OTT Data Speed Derek Tech debt Web Metrics Architecture Jack Broadcast Quality Tracking Auto-broadcast PRODUCT STRATEGY CANVAS — 3 ITERATIONS ITERATION 1 — REJECTED FOR: general users IS A: streaming platform DIFFERENT: easy access Too generic Could describe YouTube ITERATION 2 — REJECTED FOR: fans & families IS A: low maintenance DIFFERENT: easy to use Defensive positioning No differentiator ITERATION 3 — APPROVED ✓ FOR: fans passionate IS A: social ecosystem DIFFERENT: completeness Community + completeness All 3 stakeholders aligned
🏆
10,000+ High Schools · Nationwide Largest high school sports streaming ecosystem in the US
3
Stakeholders interviewed
6
Discovery methods deployed
7
Journey stages mapped
1
Unified strategy statement

01 — Strategic Context

The Stakes: High School Sports
Is a $50M+ Market Problem

NFHS Network (the platform behind PlayOn) connects fans to high school sports across the United States. 10,000+ schools. Multiple sports. Millions of family members who desperately want to watch their kids play — but keep cancelling their subscriptions when the season ends.

The PlayOn Product Strategy focuses on enhancing the digital ecosystem of NFHS to create a personalized, engaging experience for fans. The strategy emphasizes product improvement, technology optimization, and seamless cross-platform interaction across mobile, web, and OTT platforms.

"Fans don't cancel because they stop caring. They cancel because the product stops being relevant to them between seasons."
The core business problem: By unifying the codebase, enhancing user onboarding, and introducing gamification, PlayOn aims to boost user engagement, reduce churn rates, and deliver a consistent, high-quality experience across devices — while reducing the technical debt that was slowing every feature release by months.
PLAYON! — HIGH SCHOOL SPORTS NETWORK View deck →
PlayOn! High School Sports Network
MY ROLE
Product Designer
OBSTACLE
Lack of time
HOW WE SOLVED
Good planning + secure outputs
Team: 1 Product Strategist · 1 Project Manager · 1 Product Designer (Xavi) · Client's Business Team

02 — The Challenge

Three Compounding Problems
with One Root Cause

NFHS faces several challenges within its product ecosystem — but they're not independent. Low engagement, inconsistent cross-platform experience, and high churn all trace back to the same source: the product was built for content delivery, not for relationships.

01
Low engagement — fans come for the game, leave for good
Users opened the app to watch a specific game and never came back. There was no personalization layer surfacing relevant content, no social mechanics keeping them connected to teams they cared about, and no reason to open the app on days without a live event.
02
Inconsistent experience across OTT, mobile, and web
The Roku app behaved differently from iOS, which behaved differently from web. Features shipped on one platform didn't exist on others. Subscription management lived in a completely different place depending on where you signed up. The product felt like three separate products sharing a logo.
03
Seasonal churn — losing subscribers between sports seasons
When football season ended, football fans cancelled. When basketball started, they re-subscribed. This churn cycle was costing the business the compounding lifetime value of loyal fans. The product had no strategy to bridge seasons — no highlight content, no off-season engagement, no resubscription friction reduction.
04
Technical debt slowing everything down
The current technical architecture — multiple independent codebases for each platform — made every feature release a cross-platform project. A simple UI change required four separate deployments. This wasn't just a tech problem: it was the reason the product couldn't respond quickly enough to user feedback to close the engagement gap.
PAIN POINTS SESSION — Workshop output Full findings →
Pain points SWOT workshop
SWOT analysis and pain points mapping from the stakeholder sessions — each sticky note represents a real issue surfaced by Martin, Derek, or Jack during structured interviews.
Strengths
Largest HS sports network in the US
10,000+ school partnerships
Multi-platform presence (OTT, web, mobile)
Loyal core fanbase (parents, family)
Weaknesses
Multiple independent codebases = tech debt
No personalization engine
Inconsistent UX across platforms
No off-season engagement strategy
Opportunities
Gamification to bridge seasons
Clips & highlights for social sharing
Unified React Native codebase
Personalized team-based content
Threats
Competitor streaming platforms
Social media replacing highlight consumption
Rising expectations from Netflix/YouTube
Seasonal churn compounding over time

03 — Discovery Process

Six Methods. One
Integrated Picture.

Every discovery method was chosen for a specific information gap. No method was used in isolation — findings from each informed the next, creating a progressively richer picture of the problem space. This is the process that made the final strategy defensible.

Collaborative Discovery Workshops
Kickoff Workshop: Gathered NFHS stakeholders (PMs, designers, devs, marketing). Defined product vision and strategic objectives around engagement, churn, and seamless experience.
User Journey Mapping: Cross-functional teams mapped current and ideal journeys — from account creation through subscription, streaming, and cancellation.
Quantitative Data Analysis
Usage Analytics: Session duration, bounce rates, most-visited pages, and drop-off points across OTT, mobile, and web.
Churn Analysis: Identified seasonal patterns — when users cancel and why. Found end-of-season as the highest-risk moment.
A/B Testing Results: Evaluated existing tests on UI flows, onboarding, and subscription models.
Stakeholder Interviews
Cross-Department: Customer service, sales, and tech support — identified recurring user complaints: subscription issues, account access, content discoverability.
Tech Team Sessions: Assessed platform challenges — unified codebase need, update deployment friction, multi-app maintenance inefficiency.
Competitive Benchmarking & UX Audits
Competitive Analysis: Compared subscription models, content delivery, engagement tactics, and personalization vs. Netflix, ESPN+, DAZN.
UX Audits: Usability review across all NFHS platforms — inconsistencies in design, navigation issues, and accessibility gaps identified.
Design Thinking Sessions
Wireframing Sprints: Iterative prototyping of personalized onboarding, team/sport selection, and gamification features with NFHS designers.
Gamification Ideation: Leaderboards, badges, achievements — aligned to business goals of engagement and revenue growth.
Data-Backed Strategy Formation
KPI Definition: NPS improvement, churn reduction, onboarding completion rate, in-app engagement — all defined before solution design.
Tech Feasibility: React Native unified codebase evaluation — Roku, TVOS, mobile, and web.
Roadmapping: Phased rollout: personalization → gamification → cross-platform seamlessness.

Product Discovery Workshop — Conducted via Miro

The product workshop was a collaborative session aimed at discovering and refining the core pain points of the PlayOn platform. The team mapped out the user journey and identified key areas where the platform's user experience could be improved. The session focused on uncovering problems related to content discoverability, subscription processes, and user engagement.

PRODUCT DISCOVERY WORKSHOP — Miro session output View findings →
Product Discovery Workshop - stakeholder mindmaps
Stakeholder mindmaps from Martin, Derek, and Jack — each stakeholder's circle shows their priorities, pain points, long-term goals, and what "success" means from their vantage point. These maps became the alignment tool for the entire engagement.
DESIGN WORKSHOP — With PlayOn Team (client travel) View findings →
Design Workshop with PlayOn Team
Design Workshop conducted on-site with the PlayOn team — client travel. Using Miro, the team mapped the entire user journey gathering feedback on customization, user flows, and personalization across all platforms.

Three Stakeholders, Three Mental Models

One of the first things that became clear: Martin, Derek, and Jack didn't just have different priorities — they had fundamentally different mental models of what "improving the product" meant. The mindmap exercise was designed to surface these gaps before they derailed the strategy sessions.

M
Martin
Product / Business Lead
Prioritization of the mobile OTT apps
More human-readable data for decisions
Structure to make changes faster
Competitive awareness in streaming market
D
Derek
Engineering / Tech Lead
Tech debt — the core blocker
Priority of web in app ecosystem
Difficulty adding editorial features
Quality of ranking and metrics
J
Jack
Product Strategy
Transitioning to new design systems for broadcast
Quality of streams for auto-broadcast
Consistency in blacklisted and auto-blacklisting capabilities
Lack of quality tracking, zero-state empty apps
Why the mindmaps mattered strategically: Martin wanted faster product iteration. Derek wanted to fix tech debt. Jack wanted broadcast quality. These weren't just different priorities — they were potentially conflicting resource allocations. The mindmap exercise made explicit that a strategy satisfying all three stakeholders required a sequenced approach: fix the codebase (Derek) to enable faster iteration (Martin) that improves the product quality (Jack). That sequence became the backbone of the final roadmap.

04 — Product Strategy Development

Three Iterations.
One Defensible Statement.

The Product Strategy Canvas wasn't completed in one session. We ran three iterations, each refining what the product IS, WHO it's for, and what makes it DIFFERENT FROM alternatives. The first two iterations were wrong — and that was the point.

PRODUCT STRATEGY CANVAS — 3 iterations View findings →
Product Strategy Canvas iterations
Three iterations of the Product Strategy Canvas. Each canvas forces answers to: FOR / WHERE / IS A / THAT / DIFFERENT FROM / OUR PRODUCT. The shift from iteration 1 to 3 shows the team moving from product description to strategic differentiation.
ITERATION 1 — DISCARDED
Too generic: "an ecosystem so easy to access that anyone can watch"
Described what the product does — not what makes it worth choosing. Could describe YouTube, Netflix, or any streaming platform. Stakeholders couldn't align on WHO the primary user was.
ITERATION 2 — DISCARDED
"A low maintenance platform to connect fans and watch relative's play"
Better audience specificity, but "low maintenance" as a key differentiator felt defensive — it described a constraint, not a benefit. Didn't address what makes NFHS win against social media and highlights apps.
ITERATION 3 — APPROVED ✓
"A socially incorporated platform allowing most complete involvement of any high school game"
This version anchored on community and completeness — the things social media and generic streaming platforms can't offer. Stakeholders aligned immediately because it connected to their different priorities: Martin (engagement), Derek (unified platform), Jack (quality broadcast).
Final Strategy Statement
"NFHS platform is a broad sports ecosystem designed for ease of use and minimal maintenance. Delivering a personalized experience tailored to each 'Fan's' interests and needs, NFHS allows relatives and individuals passionate about sports to connect with their favorite school, player and team through its extensive network of sporting activities."

Business Model Canvas — The Full Picture

With the strategy statement finalized, the Business Model Canvas filled in the commercial architecture — how the strategy translates to revenue, operations, and competitive positioning.

BUSINESS MODEL CANVAS — PlayOn Sports View deck →
Business Model Canvas
Customer Segments
Parents & relatives
Grand parents
Brothers/sisters
Sports fans
Coaches
Value Proposition
Personalized fan experience
Complete HS sports coverage
Tailor-made for each fan's interests
Connection to school, player & team
Distribution Channels
Web platform
Mobile apps (iOS/Android)
TV apps (Roku, TVOS)
Revenue Streams
Subscriptions
Advertising
School partnerships
Key Enablers
Strategy & roadmap
Market intelligence
Technology (unified codebase)
Content partnerships

05 — Customer Journey Map

The Journey That
Showed Us Everything

This Journey Map was built during the on-site client travel session. It's not a theoretical map — every emotion, every task, every improvement opportunity came from real conversations with users and stakeholders during the workshop. This is the artifact that made the strategy concrete.

✈️ Client travel: Discovering the pain points. This map was built on-site — not remotely.
PlayOn! User Journey Map
Persona: High School Sports Fan · Scenario: Full subscription lifecycle from discovery to loyal engagement
STAGE Visit Site/App
(Browse)
Create Account Subscribe Watch Video Cancel Resubscribe Be Involved
(clips, highlights)
ACTION Navigate or search for team through search, filters, or watch events tab. Hopefully lands on correct NFHS Network site (not NFHS.org). A. Enter information
B. Payment
C. Select teams to customize account
Select plan, enter payment, confirm subscription A. Find the game
B. Find favorite team
C. Clip / highlight / share
A. Find which platform they subscribed on
B. Cancel via My Account on web
C. Or cancel through 3rd party app
Return to platform when new season starts. Re-enter payment details. A. Be subscribed
B. Watch
C. Create & share content
FEELING
ADJECTIVE
🙂
Curious
Possibly confused
Seeing great content for first time
😟
Maybe frustrated they have to create an account before watching
😟
Frustrated that they have to pay at all or that it's too expensive
🙂
Happy if good stream quality
Upset if bad quality
😐
Indifferent if seasonal
Angry if bad experience
😁
Excited for their season to start back
😁
Hopefully awesome and socially engaged
IMPROVEMENT
OPPORTUNITIES
Get users to what they care about quicker
Customization: teams, sports, social. Collect more data — but balance with completion rate impact.
Constant A/B testing of pricing presentation and subscription flow
Add clips functionality. Improve stream reliability. Improve broadcast quality.
Customization based on behavior from last subscription. Reduce resubscription friction.
Personalized reactivation. Remember preferences. One-click resubscribe.
Highlight reels, sharing tools, social involvement features
The most important insight from the Journey Map: The lowest emotional point (😟😟) is the account creation + subscription sequence — the exact moment when the platform asks for the most commitment from a user who has given the least yet. And the highest emotional point (😁😁) is resubscription and involvement — but only a fraction of churned users ever got there. The strategy's job was to flatten the emotional valley and accelerate the path to genuine engagement.
JOURNEY MAP — Figma deliverable from the workshop session See findings online →
The complete PlayOn Product Strategy Deck — interactive prototype. Includes all research synthesis, journey map, product strategy canvas iterations, business model, and recommended roadmap.

06 — Key Design Decisions

The Calls That
Shaped the Strategy

A discovery engagement is only as good as the decisions it forces. These are the moments where the team had to choose between competing valid options — and the reasoning behind each choice.

DECISION 01 — The Hardest Call
Recommend unified codebase before any new features
Martin wanted new personalization features. Derek wanted to fix the technical architecture first. Jack wanted broadcast improvements. We had one roadmap slot for the first phase and three competing priorities. The temptation was to compromise — do a little of each. We didn't.
THE PRESSURE
Stakeholders wanted to see new user-facing features. Fixing tech debt is invisible to users. Hard to justify to leadership.
VS
OUR POSITION
Every feature shipped on a fragmented codebase requires 4x the effort. Fix the foundation first, then accelerate everything else.
What we showed the data: A new personalization feature on the current architecture would take 4 months to ship across all platforms. On a unified React Native codebase, the same feature ships in 3 weeks. We let that math make the argument. Derek won — but for a reason that also served Martin and Jack.
DECISION 02 — Most Counterintuitive
Don't add more content — make existing content findable
The initial instinct from the business team was to solve engagement by acquiring more content — more games, more sports, more schools. Our research showed the problem wasn't content volume. It was content relevance. Users were drowning in games they didn't care about and couldn't quickly surface the games they did.
The finding that changed the conversation: Churn analysis showed that users who had favorited at least one team churned at significantly lower rates between seasons. The product already had team favoriting. Almost nobody used it. The solution wasn't more content — it was onboarding users into the personalization layer that already existed.
DECISION 03 — Most Debated
Gamification is a retention mechanism, not an engagement gimmick
When gamification came up in the Design Thinking sessions, some stakeholders pushed back — it felt gimmicky, not aligned with the serious nature of sports coverage. The debate nearly killed the feature before it was designed.
CONCERN
Leaderboards and badges feel like a mobile game UX pattern. Parents watching their kids play sports don't want to be gamified.
VS
REFRAME
Gamification isn't about points. It's about giving fans a reason to open the app when there's no live event. It's a bridge mechanism.
How we resolved it: We reframed gamification as "fan identity mechanics" — features that let users express loyalty to their school and team, not compete against strangers. That framing aligned with the platform's emotional core: family connection to local sports. The concept moved forward.
DECISION 04 — Scope Discipline
We scoped out broadcast quality improvements — deliberately
Jack's top priority was broadcast quality — auto-blacklisting, stream consistency, editorial ranking quality. These are real problems. But they're infrastructure problems, not product design problems. Including them in the product strategy deck would have diluted the focus and created a deliverable that tried to solve everything and committed to nothing.
What we did instead: Documented broadcast quality as a parallel technical workstream with its own ownership (engineering, not product design). The Product Strategy Deck stayed focused on user-facing improvements. Both tracks could run concurrently without competing for the same team resources.
THE TENSION WE NEVER FULLY RESOLVED
Personalization vs. completion rate: how much data to collect at signup
The Journey Map revealed a genuine design dilemma: to personalize the experience, we need users to select their teams during account creation. But every additional step in onboarding reduces completion rate. We tested different hypotheses in the design sprints but couldn't reach a confident recommendation within the time constraint. This was the one question we explicitly left for A/B testing post-launch — and documented why.
Why this matters for seniority: Knowing when not to decide — and documenting why — is a more senior move than forcing a recommendation. A junior designer picks a side. A senior designer sets up the test that will answer it correctly.

07 — Obstacles & How We Navigated Them

What We Had to
Figure Out

Obstacle
Lack of time — the defining constraint
This engagement had a compressed timeline. We couldn't run full usability tests, we couldn't iterate on the strategy canvas as many times as we'd have liked, and we couldn't validate every hypothesis with user data before presenting to stakeholders.
Resolution
Good planning and being secure about outputs. We ruthlessly prioritized which decisions needed validation and which could be made with existing evidence. The three-iteration strategy canvas process was designed to force convergence quickly — not to explore indefinitely.
Obstacle
Three stakeholders with conflicting mental models of "success"
Martin, Derek, and Jack walked into the engagement with genuinely different definitions of what a successful strategy looked like. Early sessions produced circular debates that burned time without generating clarity.
Resolution
The mindmap exercise made the mental models explicit and visual. Once Martin could see Derek's priorities mapped out, and vice versa, the conversation moved from debate to sequencing. The strategy statement became the artifact everyone could sign off on.
Obstacle
No clear answer on personalization vs. completion rate tradeoff
The onboarding data collection question was a genuine design problem with no right answer available within the engagement timeline. Both paths were defensible. Neither was conclusively better.
Resolution
We documented it as an explicit open question, defined the A/B test that would answer it, specified the KPIs to measure, and handed it off. This was harder than picking a side — it required convincing stakeholders that "we don't know yet" was the correct and responsible answer.
Obstacle
Making gamification palatable to a sports-serious stakeholder group
Jack and parts of the business team had strong resistance to gamification language. In their mental model, it cheapened the product. The feature nearly died in the workshop before any design work happened.
Resolution
Reframing: "fan identity mechanics" instead of "gamification." Changed the conversation from UX pattern debate to core brand question — what does it mean to be a loyal fan of a high school sports team? The emotional reframe unlocked the feature.

08 — Impact & Learnings

What This Engagement
Taught Me

A discovery engagement doesn't ship features. Its output is clarity — a shared understanding of the problem, a defensible strategy, and a roadmap that stakeholders can act on with confidence. Here's what changed as a result of this work, and what I take forward.

1
Unified strategy statement that three stakeholders with different priorities all signed off on
3
Strategy canvas iterations — from generic to genuinely differentiated
7
Journey stages mapped with real emotional data from the client travel session
01
Research without a pre-existing hypothesis is more valuable
I went into this engagement expecting the main problem to be content — not enough sports, not enough schools. The data showed it was personalization and churn mechanics. If I'd led with a hypothesis, I'd have designed solutions to the wrong problem. The willingness to be wrong at the start is what made the final strategy right.
02
Stakeholder alignment is a design output, not a byproduct
The mindmap exercise wasn't just a warm-up activity. It was the most strategically important artifact of the entire engagement. Making mental models explicit is the prerequisite for making shared decisions. I now treat stakeholder alignment as something to actively design — not something that happens naturally if you present good slides.
03
Knowing when not to decide is a senior design skill
The personalization vs. completion rate question had no right answer within our timeline. I could have forced a recommendation. Instead, I documented the question, defined the test, and handed it off. This felt uncomfortable — it's easier to seem decisive. But it was the more responsible answer, and stakeholders trusted it more because I showed my reasoning.
04
Language reframing is a design tool
Changing "gamification" to "fan identity mechanics" wasn't spin — it was precision. The word "gamification" triggered a specific mental model (cheap mobile game patterns) that blocked the actual idea (giving fans a digital identity connected to their school). Getting the language right unlocked a feature that was stuck. Words are part of the design.
PLAYON PRODUCT STRATEGY DECK — Complete findings Open interactive deck ↗
The complete PlayOn Product Strategy Deck — all research synthesis, strategy iterations, journey map, business model canvas, and recommended roadmap available interactively.
See the Full Strategy
Product Strategy Deck · Stakeholder Mindmaps · Journey Map · Business Model Canvas · SWOT · Product Roadmap — all research synthesized into a single actionable deliverable.
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