Case Studies

A system for bookmakers based on stock market mechanisms – the concept of the app in 2 weeks

pomysł na aplikację mobilną

Bet on the performance of a specific player, not the result of the match – this is what makes the SportStack app stand out. How to design it to suit both the needs of an advanced and demanding typer, as well as someone for whom bets are just weekend entertainment? Our UX team faced such a challenge. 

In our case study you will read about how during the two-day workshop we designed the entire app structure with the client and how we created 86 screens in the next 8 days.

The Client
investors from the UK
UX design for sports betting app
Cooperation period
August 2018
Number of sprints
Number of people in the project

Project context

At the beginning of April 2019 a client came to us – a team of investors from the UK who was developing the app for bookmakers – SportStack. 

Unlike the solutions available on the market, this app allows you to buy or sell shares of a specific player in a specific game, not just betting on the result of the entire match. Furthermore, the application was supposed to teach less experienced players how to operate stock market mechanisms.

The result of our cooperation was the preparation of the most intuitive prototype based on information obtained from the client for the subsequent validation of assumptions.

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    Due to the project requirements, we had only 2 weeks to create the entire concept of the application, so that the project could be implemented in a test version in less than 2 months. The client had a lot of knowledge about the target group, market and competition, and the only thing missing was gathering all information into one coherent concept. Therefore, we have devoted one sprint entirely to preparing and conducting a workshop with the client in order to collect and organize his data in the most effective way possible. The second sprint was to transfer the collected information to a working prototype and to catch various edge cases and the possibility of using the application.

    Sprint 1: Workshop with the client and paper prototyping – we design the flow of the app together with the client

    We started our work with a 2-day workshop with the client, during which we focused on gathering as much information as possible about our client’s idea and the most accurate understanding of his business idea. An important aspect for us was to learn his motivation, determine the needs and purpose of cooperation.

    In particular, we were trying to get answers to the following questions:

    • What does the client want to achieve using the application?
    • What does the entire project team look like?
    • Who is the audience?
    • What is the persona?
    • What users’ problem should the application solve?


    The first day of the workshop – identification of goals, UVP and target group

    We started work with the Team Canvas tool, which allowed us to better understand our client’s motivations and to gather information about the entire project team in a transparent way – to determine what competences the team has and who will be responsible for particular parts of the project.

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    Team Canvas – a tool used during workshops

    The next step was working on Business Model Canvas to understand the entire business of the client. In particular, we focused on discussing two fields: customer segment and Unique Value Proposition.

    While discussing the customer segment, we asked our client to prepare a persona – the application’s user profile. We wanted to know:

    • Who is the user?
    • What are his character traits?
    • What is important to him?
    • What problems does he encounter when using the bookmaker app?

    Thanks to this, we were able to extract two main persona for our client’s application:

    • Nick – a less advanced typer who has tried his hand at betting on matches, but only as part of entertainment;
    idea for a mobile application
    • Tom – an advanced typer who understands the stock market mechanisms and is looking for new ways to earn.
    idea for a mobile application

    Second day of the workshop – paper prototyping

    The second day of the workshop was entirely devoted to paper prototyping – together with the client we worked on sketching the main paths in the app, based on the possibilities of its use by our persona. At times when we weren’t sure about the functionality we came back to our personas with the question: “how would Nick understand this? Would he be able to use it?”. Furthermore, we’ve created a set of more advanced features for professional typers like Tom.

    Thanks to such drafts prepared together with the client, we have gained confidence in how the client understands the app and in which direction we should go during prototyping.

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    Drafts of the app prepared together with the client

    Sprint 2: UX design – application prototype in close cooperation with the client – how 2 people created 86 screens within 5 days

    After the workshop, we began building a clickable prototype in a lean approach (quickly, experimentally, in constant contact with all people involved in the project). We consulted every idea, working closely with both the client, developers and the UI team.

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    Sketch screen showing paths of connecting screens together

    Summary of our work – in numbers and more

    2 days of workshops, 2 personas, 86 screens of prototype

    The biggest challenge during the whole process was the limited time, which required very close cooperation between our team, the client’s team and the design team. Another important factor was the simultaneous involvement of two people in the project, who at the same time worked on different parts of the application. Certainly, the initial workshop with the client brought great value, which allowed us to meet his needs, understand each other better and establish relationships. Thanks to the combination of these factors, we were able to provide the client with a completed prototype (86 screens) within 5 days.

    What happened next with the app? After designing the mockups, the project was transferred to our partner Maise, who was responsible for the UI of the entire app.

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    Currently the application is implemented and ready to use, it can be used by typers in the UK:

    Here is the client’s opinion about working with us:

    “The Project: People team managed the entire UX process. Kasia and Paulina were excellent and they made contact very easily. We participated in a two-day design workshop in Krakow, which was very beneficial, and although we worked remotely on a large part of the project, everything we asked for was delivered on time and on budget. The project team was very involved and quickly adapted to all our requirements. They were very patient in the design process and there were no negative effects or language barriers. Thanks again! We will come back in the future!”

    The client

    Tools used in the project

    • Team Canvas (link) – a tool used in teamwork, allows easy organization of knowledge about the team, gathering the skills, motivations and goals of individual team members
    • Business Model Canvas (link) – a tool for collecting and organizing information about a business model

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    Project team, i.e. who was responsible for what

    Author of the Case Study