Enhancing Team Creation and Joining Through User Data and Requests

Enhancing Team Creation and Joining Through User Data and Requests

roleProduct Designer
periodApr 2023 - Jul 2023
who we are

Who is Nostragamus

Nostragamus is India's first prediction-based fantasy sports app, where users win cash and rewards by predicting outcomes in live matches across cricket, football, baseball, and other sports. It was built with a single, specific bet: that the Indian fantasy sports audience needed a product designed around their behavior, not a localized version of an existing one.

Since launch, that bet has paid off — the platform has grown to 5 million registered users and tens of thousands of daily actives, generating ₹7 crore in annual revenue. But growth at this scale surfaces friction that didn't matter at 10,000 users. This case study is about one piece of that friction: team creation.


the problem

Power Users Were Hitting a Wall

Our most engaged users — the ones with stat sheets open across three tabs, refreshing for the playing XI — were the ones most punished by our product.

Here's what that looked like in practice: a user builds their first team. To build a second, they have to hold the first team in their head, recreate most of it from scratch, and manually adjust a few players. Multiply that by five or six teams, in the ten-minute window between team news dropping and the match starting, and you get a workflow that actively fights against the behaviour we wanted to reward.


metrics

What currently happens in Numbers

78%

Power users requesting faster team-editing

39%

Users joining contests with fewer teams than intended

13%

Users missing their best-performing team due to management friction


The foundations

Finding what could be the best solutions

Freedom
solution 1

Duplicate Team

The foundation. Any existing team can be duplicated in one tap, opening a prefilled team sheet with the original lineup intact. From there, users make targeted changes rather than rebuilding from zero. This was the unglamorous but necessary first move — without it, the other two solutions had nothing to operate on.

solution 2

Compare Team

Speed without visibility creates a new risk: users duplicating teams so fast they don't realise how similar those teams actually are, which defeats the purpose of building multiple teams in the first place. Compare Team addresses this at two distinct moments during creation and during contest joining.

solution 3

Bulk Join

Once teams are fast to build and easy to trust, the last friction point is the most literal one, joining one team at a time. Bulk Join lets users select multiple teams and enter a contest in under 20 seconds.


The new experience

Duplicate team

Freedom
what it is

Duplicate

Quick access to the duplicate action on any team you have created for creating multiple teams on the go. Once the team is created you will have the tag on top with option to quick preview

what it is

Prefilled

The duplicate will open a team sheet with all the prefilled team that you have choosen to duplicate, you can make as many changes and create a new team


The new experience

Compare team

Freedom
what it is

Preview

A quick preview shows how a new team differs from teams already built, so users can make differentiation a deliberate choice rather than an afterthought

what it is

Quick Info

As this is done for the first time in the fantasy selection experience. We have introduced a detail card for users to know what kind of information they get in here.


The new experience

Bulk Join

Freedom
what it is

Bulk

As simple as it sounds, the users will have an option to select multiple teams on the go. This helps for users to join fast to contest in quick time so they don’t miss the contest slots.

what it is

Offers

To motivate users to join with more teams, we introduced a stepper offers as they add teams. More team means more chance on winning the tournament.


conclusion

Philosophy and What I'd Take Forward

Speed and confidence are not the same problem, even when they look like one. It's tempting to ship the fast fix and call it done. The real win here came from refusing to stop at "make it faster" and asking what fast would break if we didn't also solve for trust.

We can't engineer perfect outputs, but we can engineer better inputs. Our job wasn't to guarantee winning teams — that's not ours to promise. It was to remove the friction between a user's knowledge and their ability to act on it. That distinction kept the team honest about what we were actually designing for.

The best signal was the users who were already trying hard. The 76% asking for faster editing weren't disengaged users churning out — they were our most invested users, telling us exactly where the product was working against them. That's a different kind of feedback than a feature request, and it deserved a different kind of response than a single feature.


metrics

Outcome on the new experience

28%

Overall platform jump

33%

Users joining with 2+ teams

8 min

Total reduction in time, for team creation for a single tournament