Built mobile broadcasting from zero to one where creators can start a stream from their phone in under 30 seconds, with moderation on from the first frame.

Company

KICK

Timeline

2026

2026

Role

Product Design Lead

Problem & Opportunity

The Challenge

Streaming meant owning a desktop rig

  • Going live required a PC, an encoder like OBS, and a stream key copied by hand

  • The mobile app was watch-only and a creator holding the fastest camera they own couldn't use it

Old and outdated

  • Setup can take up to 30+ minutes on desktop, spread across a browser, an encoder and a help article/tutorial

  • Existing flow doesn't flow well and design is outdated in today's standard

Business Impact

  • Creator supply capped by hardware, not by demand

  • Losing potential mobile creators coming onto the platform

Opportunity

  • Make the phone a first-class broadcast device for capture, stream and publish in-app

  • Cut time from 30+ minutes to under 30 seconds for new or existing creators to go live

  • Grow watch hours outside of desktop streams to extend content coverage across the day and directly feeding viewer retention

Leadership & Strategy

Stakeholder Alignment & Discovery

End-to-End Design Leadership

  • Owned the 0 → 1 project across the Double Diamond: discovery → definition → delivery → go live

  • Provided fortnightly updates to senior leadership to align on progress and trade-offs

Cross-Functional Collaboration

  • Partnered closely with:

    • Video Infrastructure team and understand bitrate ladders, reconnect behaviour, latency budgets

    • Trust & Safety team about age gating, category rules, in-stream moderation

    • Creator Operations team on how we can onboarding partners and beta cohort recruitment

    • Mobile Engineering team on what the project pipeline could realistically be deliver

Design Practice & Team Enablement

  • Set up weekly critique to close the gap between iOS and Android patterns

  • Mentored 4 senior and staff level designers with hands-on project ownership and feedback loops

User-Centred Research

I ran user interviews with two groups: creators who streamed on desktop, and mobile-first creators publishing on other platforms. What came out of it was that the real barrier wasn't video quality and it was setup and confidence. I also did a competitive analysis of mobile broadcasting on Twitch, TikTok Live and YouTube, which surfaced three patterns worth borrowing: a persistent pre-flight card, category and title reuse between sessions, and a connection-health indicator visible enough that creators actually trust it mid-stream.

Iterative Prototyping & Testing

KICK Go Live Redesign

  • Improved visual and UX to modern mobile design standard

  • Prioritised speed, simplicity, and stability

  • Optimisation on stream quality and information display to the creators

Pre-flight, not setup

  • One screen: camera preview, title, category, language, tags and everything else defaults from the last stream

  • Repeat streams start in two taps

Honest connection health

  • Network quality shown in creator language: Stable / Weak / Reconnecting rather than raw bitrate

  • Automatic quality step-down with a plain explanation instead of a silent drop

Design System Contribution

For the MVP, I worked with our engineers and PM on a deliberate constraint: we'd use native iOS and Android components out of the box rather than building anything custom, so we could ship fast and hit our public release date.

Key UX Solutions

Enhancements Included

Research Setup

  • 12 creators interviewed for 1 week, moderated remote sessions

  • Mixed tiers: first-time streamers through to partnered creators

  • Split across iOS and Android, and across gaming, IRL and Just Chatting categories

Results

  • SUS score: 90 / 100

  • Ability to go live within 30 seconds timeframe

  • 99.5% crash-free rate during testing

  • Creators consistently described the connection-health indicator as the reason they trusted the app enough to stream away from home.

Outcomes

Impact

Creator impact

  • Anyone with a phone can broadcast with no rig, no stream key

  • IRL and travel content became viable on the platform

  • Moderation is available in the same gesture as going live

Business Metrics (Post-Launch Measures)

  • Stability: crash-free session rate held above the 99.5% release gate through every rollout stage; reconnect-related crashes fell ~60% after the reconnect-state redesign

  • Engagement: median session length 18m → 26m, and 41% of creators streamed again within 7 days

  • Adoption: mobile went from 0 to 34% of new streams in the first quarter

  • Watch hour: 2 millions within the first month

  • Supply: streaming hours outside peak desktop windows (mornings, commutes, travel) up

Reflection & What’s Next

What I learned

Shipping 0 → 1 meant accepting that the first release carries risk and we made that call deliberately, with a plan to monitor feedback from both creators and viewers closely. We implement every feature with data tracking so we could catch issues early and ship quick fixes as they surfaced. Next up: filters, scenes, and the ability to co-stream with other creators.

Built mobile broadcasting from zero to one where creators can start a stream from their phone in under 30 seconds, with moderation on from the first frame.

Company

KICK

Timeline

2026

2026

Role

Product Design Lead

Problem & Opportunity

The Challenge

Streaming meant owning a desktop rig

  • Going live required a PC, an encoder like OBS, and a stream key copied by hand

  • The mobile app was watch-only and a creator holding the fastest camera they own couldn't use it

Old and outdated

  • Setup can take up to 30+ minutes on desktop, spread across a browser, an encoder and a help article/tutorial

  • Existing flow doesn't flow well and design is outdated in today's standard

Business Impact

  • Creator supply capped by hardware, not by demand

  • Losing potential mobile creators coming onto the platform

Opportunity

  • Make the phone a first-class broadcast device for capture, stream and publish in-app

  • Cut time from 30+ minutes to under 30 seconds for new or existing creators to go live

  • Grow watch hours outside of desktop streams to extend content coverage across the day and directly feeding viewer retention

Leadership & Strategy

Stakeholder Alignment & Discovery

End-to-End Design Leadership

  • Owned the 0 → 1 project across the Double Diamond: discovery → definition → delivery → go live

  • Provided fortnightly updates to senior leadership to align on progress and trade-offs

Cross-Functional Collaboration

  • Partnered closely with:

    • Video Infrastructure team and understand bitrate ladders, reconnect behaviour, latency budgets

    • Trust & Safety team about age gating, category rules, in-stream moderation

    • Creator Operations team on how we can onboarding partners and beta cohort recruitment

    • Mobile Engineering team on what the project pipeline could realistically be deliver

Design Practice & Team Enablement

  • Set up weekly critique to close the gap between iOS and Android patterns

  • Mentored 4 senior and staff level designers with hands-on project ownership and feedback loops

User-Centred Research

I ran user interviews with two groups: creators who streamed on desktop, and mobile-first creators publishing on other platforms. What came out of it was that the real barrier wasn't video quality and it was setup and confidence. I also did a competitive analysis of mobile broadcasting on Twitch, TikTok Live and YouTube, which surfaced three patterns worth borrowing: a persistent pre-flight card, category and title reuse between sessions, and a connection-health indicator visible enough that creators actually trust it mid-stream.

Iterative Prototyping & Testing

KICK Go Live Redesign

  • Improved visual and UX to modern mobile design standard

  • Prioritised speed, simplicity, and stability

  • Optimisation on stream quality and information display to the creators

Pre-flight, not setup

  • One screen: camera preview, title, category, language, tags and everything else defaults from the last stream

  • Repeat streams start in two taps

Honest connection health

  • Network quality shown in creator language: Stable / Weak / Reconnecting rather than raw bitrate

  • Automatic quality step-down with a plain explanation instead of a silent drop

Design System Contribution

For the MVP, I worked with our engineers and PM on a deliberate constraint: we'd use native iOS and Android components out of the box rather than building anything custom, so we could ship fast and hit our public release date.

Key UX Solutions

Enhancements Included

Research Setup

  • 12 creators interviewed for 1 week, moderated remote sessions

  • Mixed tiers: first-time streamers through to partnered creators

  • Split across iOS and Android, and across gaming, IRL and Just Chatting categories

Results

  • SUS score: 90 / 100

  • Ability to go live within 30 seconds timeframe

  • 99.5% crash-free rate during testing

  • Creators consistently described the connection-health indicator as the reason they trusted the app enough to stream away from home.

Outcomes

Impact

Creator impact

  • Anyone with a phone can broadcast with no rig, no stream key

  • IRL and travel content became viable on the platform

  • Moderation is available in the same gesture as going live

Business Metrics (Post-Launch Measures)

  • Stability: crash-free session rate held above the 99.5% release gate through every rollout stage; reconnect-related crashes fell ~60% after the reconnect-state redesign

  • Engagement: median session length 18m → 26m, and 41% of creators streamed again within 7 days

  • Adoption: mobile went from 0 to 34% of new streams in the first quarter

  • Watch hour: 2 millions within the first month

  • Supply: streaming hours outside peak desktop windows (mornings, commutes, travel) up

Reflection & What’s Next

What I learned

Shipping 0 → 1 meant accepting that the first release carries risk and we made that call deliberately, with a plan to monitor feedback from both creators and viewers closely. We implement every feature with data tracking so we could catch issues early and ship quick fixes as they surfaced. Next up: filters, scenes, and the ability to co-stream with other creators.