Nike Discovered

Creating a digital experience that could creatively increase value-driven, targeted brand representation at scale by allowing Nike Brand Managers to discover new talent in the amateur athlete world.

User Empathy

Interviewed and observed Nike Brand Managers and Amateur Athletes to better understand our target users

Synthesis & Ideation

Reflected on learnings through group de-briefs, affinity diagramming and the creation of personas and journeymaps

Experience Design

Concepted, tested and refined design solutions to identified needs through sketching, wireframing, and prototyping

Visual Design

After validating ideas with internal and external stakeholders, I created hi-fidelity mockups and dev-ready documentation

Table of Contents

Project Intro

Project overview, timeline, team structure, my responsibilities, project outcome, KPIs, & design process

Project Intro

View Section

Empathy

Problem statements, empathy methods, personas, journeymaps, actionable takeaways, & initial ideas

Empathy

View Section

Ideation

10xing with joint application design (JAD), blockframing, & user flows

Ideation

View Section

Iterative Design

Red routes, sitemaps, an in-depth analysis of design choices made, & the process of iteratively evolving ideas from conception to completion

Iterative Design

View Section

UI Animation & Style

Polishing interaction design with UI animations, creating design consistency with pattern libraries, & collaborating with developers

UI Animation & Style

View Section

Project Reflections

Resolving disputes & aligning stakeholders via user validation

Project Reflections

View Section

01

Project Intro

What we created, project overview, timeline, team structure, my responsibilities, project outcome, KPIs, & design process

What We Worked On

We researched, designed, and developed a digital network connecting Nike Brand Managers with non-professional athletes for sponsorship opportunities.

From the Brand Manager side (our first focus), the app we created, Nike Discovered, enabled Nike Brand Managers to search for, save, communicate with, contract and manage athletes.

Nike Discovered

Deliverable Overview

Over the course of this project, some of the deliverables I created include sketches/wireframes, hi-fidelity mock-ups, interactive prototypes, UI animations, user flows, a pattern library and style guide, personas, journeymaps, a red route and a sitemap.

Throughout this case study, I’ll explain how these outputs were developed and what role they played in the overall product design process for Nike.

Project Logistics

Nike asked us to explore how we could creatively increase value-driven, demographically targeted brand representation at scale. After chatting with several brand managers and business stakeholders in early stage discovery interviews, we learned that there is a major opportunity to increase the impact of dollars spent on brand representation by sponsoring athletes in a much more targeted and scaleable way: Targeting non-professional athletes.

This ultimately meant that we had to design a way to make targeted non-professional athlete discovery possible. At a high level, this entailed designing tools that allowed brand managers to search for athletes based on geography/demographics/sport played, save and communicate with those athletes, manage contracts and athlete relationships, and more.

This project was completed over 9 months. This included discovery and the implementation of the Nike brand manager portal.

Over the course of this project, I collaborated with internal stakeholders, including developers, business analysts, a UX researcher, and one other UX designer. I also actively and frequently engaged target users such as Nike brand managers and a diverse set of non-professional athletes.

My responsibilities throughout this engagement were to lead the UX activities, both in terms of research and design. This included selecting and implementing research methods (interviews, observations), synthesizing the findings (affinity diagramming), early stage ideation (sketches, blockframing, wireframing, prototyping), testing and gathering feedback (prototype testing, A/B tests), and ultimately producing the final hi-fidelity designs with development-ready documentation.

Just as importantly, I also worked alongside business stakeholders at Nike to define KPIs and have collaborative design sessions where we would make sure that our design ideas accommodated not only user needs, but business needs as well.

After initial discovery, I worked alongside the development team (working 2 sprints ahead) through the implementation of Nike brand manager portal.

We concepted and aligned on a viable direction for accomplishing Nike’s goal of increasing value-driven, targeted brand representation at scale.

We worked with Nike through the discovery, design, and implementation of the brand manager application (the focus of this case study). The athlete portal has not yet been implemented but is being continually refined and considered for future launch by Nike.

Tying Design to Business Impact

Defining KPIs

In order to make sure that the experience we designed actually had a positive impact on Nike’s bottom line, we defined KPIs to be measured.

Although we designed and developed the Nike brand manager application, KPIs are waiting to be measured until the application for non-professional athletes has been complete, as they are dependent on being able to find, select, contract, and maintain athletes.

Targeted Representation

How closely a sponsored athlete matches the target criteria defined for Nike's recruiting goals

Athlete Discovery Efficiency

How long it takes, on average, to find a prospective athlete for sponsorship that is worth shortlisting and/or contacting

MVP Retention

The ability to maintain sponsored athletes that Nike wished to re-contract for another term

Sponsorship at Scale

The number of athletes Nike is able to contract within a given time period (quarterly, yearly), & how that compares to goals

Process Overview

Empathy

Empathized with target users (Nike brand managers, non-professional athletes) to understand needs, pain-points, & current state processes to then identify opportunities to design a better experience.

Low-fi, Iterative Ideation

Quickly and iteratively created ideas, put them to the test, gathered feedback, and refined until concepts were validated and ready for the visual layer.

Hi-fi Mockups & Prototypes

As low-fidelity concepts moved closer to validation, I created hi-fidelity mockups and prototypes and continued gathering feedback at a more detailed level, eventually working with development through implementation.

Style Guide, Pattern Library, & Development

Created dev-ready documentation via styles guides, a pattern library, and UI animations via Principle to fully demonstrate to the team all intended interactions and their subtleties.

02

Empathy

Problem statements, empathy methods, personas, journeymaps, actionable takeaways, & initial ideas

Intro

My process always starts with empathy. By better understanding our target users and mapping out their processes, pain-points, and future state desires, I’m able to focus my design efforts in a more effective way.

Here are problem statements that we defined for our two primary users (Nike Brand Managers and Non-professional Athletes) which serve as a concise summary of key problems we uncovered while using interviews, observations, and affinity diagrams to uncover and synthesize user insights.

This served as the basis for our initial design ideas.

Problem Statements

Problem Statement #1: Nike Brand Managers

Nike brand managers do not currently have a way to discover, filter, communicate with, sponsor, & actively manage non-professional athletes.

Problem Statement #2: Non-professional Athletes

Non-professional athletes have trouble getting sponsored because they don’t have an effective way to market themselves to brand managers and become discovered.

What We Set Out to Learn

Getting more into the process of how we arrived at the problem statements above, we took a look at four main categories of questions while empathizing with users through interviews and contextual observations:

Frequent Processes

What processes do users have regarding seeking sponsorship (athletes) / seeking to sponsor (brand managers)?

Pain-points

What pain-points do users encounter in their current state tasks and why?

Functional Needs

What goals do users have and what tools do they desire to accomplish those goals?

Emotional Needs

What are our users’ motivations and what sort of emotional needs drive those motivations?

How We Set Out to Learn​

To gather insights on our target users for the categories above, we performed interviews and contextual observations, then synthesized our learnings using affinity diagramming

Interviews

I interviewed both brand managers and non-professional athletes. With all the topics I touched on, the goal of my interviews was to elicit perception-level insights and uncover the “why” behind the “what”.

With brand managers, I tried to find out why they take certain steps, like how they define sponsorship goals, who they interact with throughout that process, and the tools that they currently use to seek out, communicate with, and contract athletes. What were their motivations and end goals?

On the athlete side, I wanted to know how non-professional athletes viewed sponsorship and cash rewards for brand representation, how they perceived marketing themselves and what methods of self-marketing felt appropriate, as well as any current processes (if any) that they take to seek out sponsorship.

Observations

While interviews are helpful in supplementing observations, people often say one thing and do another. When performing my user observations, this was my chance to get more objective insight as to the “what” behind the “why”.

For example, I observed brand managers using a wide array of various tools and processes to accomplish their goals. To define and track athlete acquisition goals for the quarter they used things like Excel and Word that lacked transparency and shareability. Searching for and filtering through athletes required visiting countless websites, most with different methods of interaction. Communicating with and managing contracts for athletes was very unorganized and relied on manual organization within Outlook and painful file storage and retrieval within Dropbox.

We were beginning to see a pattern of disparate tools/processes that lacked automation, standardization, and collaborative ability.

Affinity Diagrams

After compiling all our raw notes from both interviews and observations, I began to find themes in what I was seeing and hearing.

Picking out the insights from the raw notes, myself and the other UX resource placed each one on a sticky note and clustered similar findings into themes.

After a few iterations of this, I began to form a better picture of each user’s mental model within various contexts.

This exercise helped me transform raw, disparate learnings into more organized and actionable takeaways. Reflecting on the affinity diagram, I then created personas and journeymaps to reference back and continually update throughout future design efforts.

Interviews
Contextual Observations
Insight Themes

Personas

Coming out of the empathy phase, we took our insights and began creating research artifacts to summarize our findings. One of these artifacts was the persona.

I create personas as a living, evolving document to reference throughout design. That is to say, insights are not static. While I might create a persona after my initial user research, I continue to learn more about that user as I create, test, and gather feedback on potential solutions.

I believe that empathy is a continuous journey and the deliverables that represent insights should continue to evolve over the length of that journey.

Here are the two personas that I created. One for brand managers and one for non-professional athletes. The personas provide an overview of each audience type, including functional needs, emotional needs, current pain points, and frequent processes to refer back to during ideation.

Nike Brand Manager Persona

Design Opportunity 01.

Athlete Discovery

A better, more targeted way to discover athletes and compare them

Design Opportunity 02.

Enhanced Communication

Organized communication tools for new prospects, existing contracts, and gear requests

Design Opportunity 03.

Goal Tracking & Alerts

A way to set and track recruiting goals and athlete search alerts related to those goals

Non-Professional Athlete Persona

Design Opportunity 01.

Brand Manager Discovery

A way to find and connect with brand managers that are seeking athletes to sponsor

Design Opportunity 02.

Self-Promotion Tooling

Tools to market herself with some sort of athlete profile, including videos, competition accolades, etc.

Design Opportunity 03.

Athlete Networking

A network of other athletes to discover and share her passion with

Nike Brand Manager Journeymap

Utilizing what I learned through interviews and observations (particularly the latter), I was able to map out the primary phases that each user goes through. For this presentation, I’ll focus on the Nike Brand Manager and what they go through in regard to athlete brand representation and the details involved with each phase.

This journey starts with defining goals for who they want to sponsor each quarter, seeking out people that match those goals, shortlisting and comparing potential athletes to acquire, communicating with those athletes, proposing a deal and possibly negotiating that deal, contracting the athlete, maintaining them throughout their contract, and eventually thinking about and preparing for contract renewals.

As I entered the design phase, it was extremely helpful for me to reference each of these steps in a brand manager’s journey so that I could make sure we were creating an experience that reflected an understanding of the user’s mental model.

Perhaps most importantly, the journeymap better enabled me to understand the actions taken during each step of the journey and the emotions and thoughts that those actions elicited so that I could see where there was opportunity to design a solution to improve the existing experience of a brand manager’s journey.

Key Takeaway 01.​

Difficulty Defining & Organizing Recruiting Goals

There is little transparency and organization in the way target athletes are defined and sponsorships are tracked

Key Takeaway 02.

Decentralized & Inconsistent Tooling

Methods for finding prospects are completely decentralized and require many different resources

Key Takeaway 03.

Prioritization Difficulties & Manual Processes

Deciding how to prioritize her time is difficult due to manual process of sifting through tasks/messages

Actionable Takeaways & Initial Ideation

Empathizing with users can be both great and challenging for the same reason: lots of information begins to surface.

For that reason, I find that it is necessary to reflect on insight assets such as personas and journeymaps and summarize the most actionable information to prep for the design phase.

This not only helps me maintain a clear focus for what opportunities I am designing for, it is a great way to communicate key takeaways with other stakeholders such as developers, product owners, or business analysts who may not have the appetite for diving into an entire journeymap or set of personas.

Here are the 5 main actionable paths forward that I came up with based on key takeaways from the user empathy stage.

Design Opportunity 01.

Define Targets

An organized & informed way of defining what athlete demographics to target

Design Opportunity 02.

Set & Track Goals

A way to set and tracking recruiting goals with shared visibility amongst other Nike stakeholders

Design Opportunity 03.

Save & Compare Athletes

Tools for saving, organizing, & comparing shortlisted athletes

Design Opportunity 04.

Task Management

A checklist of things to do / follow up on

Design Opportunity 05.

Centralized & Prioritized Communication

A centralized method of communicating with athletes & sorting messages based on content / priority

03

Lo-Fi Ideation

How I translate user insights into initial ideas that can be iteratively refined and eventually shortlisted and prioritized

Intro

Having established a solid foundation of user insights, we took our learnings and began to ideate. When I initially begin ideation, I like to start low-fidelity, generate a lot of ideas, and temporarily kick feasibility to the side.

I find that it is necessary to begin the design process by shooting for the sky first and later on refining ideas based on business and engineering considerations.

In this section, I’ll walk you through some methods I use to begin the ideation process and eventually, after some iterative refinement, prioritize feature development and define a hierarchy within a sitemap.

10xing with Joint Application Design (JAD) Whiteboarding

Blockframing & User Flows

Prioritizing the Many Facets of The Experience With a Red Route

Sitemaps for Prioritized Information Architecture

Although I typically create a final sitemap once the project is complete, I like to draft sitemaps early on and iteratively update them as we continue to test our prototypes and learn more. By having them available early on, I can better keep other stakeholders in the loop as to the scope of the project, and also help developers tentatively see how we see things fitting together from an information architecture perspective.

This is the sitemap for the brand manager application that I created at the end of the project once we determined the final flow and organization of all the pages.

04

Iterative Design

Examples of prototyping, gathering feedback, and iteratively improving design concepts

Intro

Quite a bit of time was spent iterating through low-fidelity whiteboard concepts, blockframes, and clickable prototypes.

Through testing and gathering feedback, initial ideas were continually refined and eventually we reached a point of user validation.

In this section, I’ll show some of the final design choices we landed on and talk a bit about various things we tried and considered along the way and how we ultimately came to our final design choices.

Communications Center

Three iterations of how to organize & display messages

First Iteration

Second Iteration

Final Design

I like the direction but would like additional tooling/functionality for organizing the type of message an athlete sent me based on what the reason for the message was (contract renewal, gear request, etc.)

Rafael Kipka (Nike Brand Manager)

I want to be able to quickly sort between messages from targeted athletes and untargeted athletes – that’s how I primarily prioritize addressing athlete messages today

Lucy McManus (Nike Brand Manager)

Dashboard

Driving user action with need-to-know information for primary use cases

Research Summary & Design Implications

Final Design

Marketing Page

Validating the overarching value proposition & designing for perception building

Prototype A

Prototype B

Final Design

I generally like what I’m seeing, but I’m confused about what “appreciation” really means. Is this just for extra exposure or does appreciation mean cash/gear rewards?

Lola Kipp (High-School Tennis Player)

Can athletes of any sport participate in this program? I’m a table tennis player and I am not sure if Nike would sponsor me because of the particular sport that I play

Bart Yoma

Talent Feed

Testing layout effectiveness on athlete comparison

Version A

Version B

05

UI Animation & Style

Polishing off interaction design with UI animations, creating design consistency with pattern libraries & bringing designs to fruition with style guides and developer collaboration

Intro

Above and beyond finalizing concepts, flows, and page specific features, there are a handful of other design exercises that I like to leverage to polish user interactions, create design consistency, enhance component re-usability, speed up developer workflow, and reduce potential mismatch between design and production.

In this section, I’ll share some of the work I did in regard to UI animation, design patterns, and style guides for developer hand-off.

UI Animation

Polishing off the experience with micro interaction design

UI Animation with Principle

Featured Player Rotation

Filtering Data

Sponsored Player Rotation

Sign-in Success

Switching Messages

Micro interaction design

My philosophy is that it isn’t enough to simply hand off designs, even if they are annotated.

While design annotations are quite useful in describing interaction design, nothing quite beats the ability to actually see how each component reacts to user input.

My workflow for designing these interactions and allowing stakeholders to experience the vision for each component is to first finalize the hi-fidelity designs in Sketch, then move over to Principle to work on the detailed interaction design.

What I’ve found is that this is extremely helpful in two ways:

1) It allows me to better communicate my intended interaction design ideas to developers by actually showing the dev team what the acceptance criteria should be for a given component rather than simply describing it.

2) It creates even more buy-in from clients and helps stakeholders see the vision for the final product before it has reached a state of production (this sort of design review of course does not occur until after I’ve validated the concepts, features, and flows, as I do not want an attractive interaction to influence the feedback we receive on the fundamentals of the experience).

Design Patterns - Atomic Design

Creating designer-to-designer consistency & development efficiencies with reusable components

Style Guide

Collaborating with developers & ensuring designs come to fruition

Zeplin Style Guide

While I rely on my pattern library to demonstrate various components we’ve cataloged over the life of a project and I leverage my UI animations to capture how they behave under various user interactions, I still need to demonstrate specific style attributes to the dev team.

I’ve found that the easiest way to do this is by leveraging Zeplin #notanadvertisement. Zeplin allows me to quickly and consistently communicate with the dev team about specific style attributes for all aspects of the designs.

Of course, there are times when Zeplin doesn’t necessarily translate to the particular framework we may be working in (like native Android, although it does spit out React Native styles). In those cases, I work closely with developers to ensure all design attributes end up manifesting in production.

06

Project Reflections

Reflecting on some of my more notable moments during the project

Resolving Disputes & Aligning Stakeholders via User Validation

Having been through this quite a few times in various projects, I can tell you this endeavor was no different when it came to deferring to user validation to help align the many stakeholders involved. Although not a new takeaway for me, this project certainly reinstilled in me the value of gathering user feedback on prototyped ideas to help the team understand which direction is truly best.

A few examples come to mind where this situation played out during this project, but one that pops out at me in particular is when we got to designing the dashboard page for brand managers. The dashboard was a fundamental portion of the experience. It was meant to summarize the need-to-know information for brand managers so that they could take action effectively and efficiently. It was important to get this right. There was no disagreement there.

However, because it was so important, it did elicit a lot of passion amongst stakeholders on the team. Everyone got very involved in coming up with ideas for what should be displayed in the dashboard. And those ideas varied greatly.

Some folks wanted the dashboard to focus purely on a deep dive into a specific aspect of the experience, like new athlete alerts or contract management. I felt differently. I felt that the dashboard should summarize the need-to-know information from each aspect of the experience.

At first, because there were a lot of passionate cooks in the kitchen, particularly with strong voices, it was a bit difficult to logically and calmly exchange ideas and constructively challenge each other. As we were in the prototyping phase for the dashboard, this “no, I’m right!” situation went on for about a week. But I had a plan to defuse the situation and align us on a validated path for success.

While discussion was going on, I tried to act as the collective voice of the ideas that each stakeholder brought to the table — whether that was our project manager, our developers, or business stakeholders on the Nike side — and also take what I had learned in the UX research/discovery phase and create several prototypes to gather feedback on.

User validation is a powerful thing. After showing the recorded user feedback sessions for each of the prototypes (some very specific to new athlete alerts or contract management, some more broad) to the stakeholders involved, the dispute was settled and we moved forward with confidence and alignment. At the end of the road, user feedback made it quite clear that users were consistently asking for a summary view of 5 different aspects to the experience: acquisitions, communication, new prospects, tasks, and prospect alerts.

That's all, folks

Thanks for checking out this project