
"I filled out my profile two years ago and haven't touched it since. I don't even know if anyone is looking at it."
The core problem wasn't building a profile — it was keeping it accurate and current. Research with athletes and parents surfaced a compounding issue:


Two design problems required specific attention beyond standard iOS patterns.
The first was onboarding. Phone-based sign-up was a deliberate choice over email — research showed athletes frequently changed email addresses, leading to account access issues, while phone numbers were stable and the preferred channel for recruiter communication. This was a small decision with meaningful retention implications.
The second was the engagement problem. A profile app has an inherent usage cliff — athletes complete setup and have no reason to return. I proposed SEQL Studios as a content layer: educational videos on the recruiting process, day-in-the-life content from current college athletes, and sport-specific coaching from professional ambassadors. Crucially, it also featured spotlight content of SEQL athletes themselves, creating a social incentive to keep profiles updated and media current.
I validated the Studios concept through usability sessions testing different content formats and entry points before the feature was built, which informed both the content strategy and the information architecture.





The app shipped as the iOS MVP integrated with SEQL's recruiter platform, giving the recruiter-side database its first reliable source of athlete-verified profile data. Post-launch, the Studios feature drove measurably higher return visit rates compared to the profile-only baseline — validating the engagement hypothesis from research. The platform served athletes across 24 sports at no cost to the athlete or their family.
The 13–19 age range is genuinely wide — a 13-year-old and a 17-year-old in active recruitment have meaningfully different mental models of the recruiting process. I'd push harder to test with younger athletes specifically, since most of our usability sessions skewed toward upperclassmen who were already deep in the process. The onboarding and educational content would likely benefit from more age-aware design than the MVP achieved.