Open Play Finder • Sports Tech • 2025 • Live

Building the discovery layer for pickleball

Lead Product Designer · Discovery to launch, mobile first

Open Play Finder home screen

Summary

Open Play Finder is a mobile-first community platform for finding pickleball courts, joining open play sessions, and connecting with players and coaches. As lead product designer (via Tangerine), I designed the product and the website from scratch: onboarding, court discovery, session RSVP, Creator Pro tools, messaging, and tournaments. I designed it in Subframe, a collaborative designer-AI tool. The product is live at openplayfinder.com, and the designs were used directly in the seed round raise.

Live

Shipped and usable today in Las Vegas

Seed

Designs used directly in the investor raise

6

Core flows designed end-to-end

Solution

Here are some of the key flows

Find a court in seconds

Location-based discovery with filter layers for surface type, indoor or outdoor, lighting, and live open play availability, built for someone already on their way.

Court discovery map

A feed that replaces the Facebook group

Sessions, courts, and players in one social layer, so organizing a game stops depending on word of mouth and scattered group chats.

Community feed

Tournaments without the spreadsheet

Registration, brackets, and real-time scores for local tournaments, giving organizers tools that used to live in Excel.

Tournament brackets

A website designed from scratch

Beyond the product, I designed the full openplayfinder.com experience: court and team discovery pages, real-time check-in surfaces, and the marketing site that converts visitors into the community.

Open Play Finder courts page
Open Play Finder teams page

Overview

The sport is growing. The infrastructure isn't.

Pickleball is the fastest-growing sport in the US, but finding a court, joining an open play session, or discovering local coaches is still a patchwork of Facebook groups and word of mouth. Open Play Finder set out to fix that.

The app is live and usable today. Users can sign up, onboard, discover courts, RSVP for sessions, and connect with Creators.

Problem

Two very different users. One product.

The product had to serve two distinct audiences simultaneously: players looking to find courts and sessions, and Creators (coaches, organizers, club operators) who needed tools to build a presence and manage attendance. A single experience for both groups meant constant prioritization decisions about hierarchy and feature surfacing.

Every screen had to serve a player arriving for the first time and a Creator Pro managing their schedule. That tension drove almost every layout decision.

Goals

Player goals and Creator goals, mapped to the business.

User goal

Find a court or session nearby with confidence it's actually happening

Business goal

Grow active sessions and repeat weekly usage

User goal

Creators build a presence and fill their sessions without admin pain

Business goal

Creator Pro subscriptions as the revenue engine

User goal

Keep game coordination in one place instead of group chats

Business goal

Community lock-in that compounds as more courts join

Design process

From flows on paper to a live product, designed in Subframe.

I mapped the full player journey first: onboarding with progressive skill and preference collection, discovery, RSVP with waitlists and rosters, then session-day check-in. Creator flows came second, layered onto the same surfaces rather than living in a separate app. Each flow went through wireframes, review with the founding team, and iteration against real court and session data from Las Vegas.

What made this project different: I designed it in Subframe, a collaborative designer-AI tool. Instead of static mocks, every screen was built with real components from day one. I directed the system (hierarchy, states, interaction logic) while the AI accelerated the production work, which meant the founding team reviewed working interfaces instead of pictures of interfaces, and the path from design to shipped product got dramatically shorter.

Sign-up flowchart mapping phone, Google/Apple, and email paths to onboarding

Artifact

The sign-up flow, mapped end to end: phone, Google/Apple, and email paths converging into onboarding, with every screen linked to its Subframe file.

Sign-in flowchart with recovery and error paths

Artifact

The sign-in counterpart, including recovery and error paths, so engineering never had to guess an edge case.

Living changelog of page updates with dates and Subframe links

Artifact

A living changelog: every page update documented with the date, the exact change, and links to the Subframe component, so the whole team stayed in sync.

Onboarding

Progressive skill and preference collection to personalize recommendations from session one.

Court Map

Location-based discovery with filters for surface, indoor/outdoor, lighting, and availability.

Session RSVP

One-tap joining with waitlist, roster preview, and check-in confirmation flows.

Creator Pro

Profile and scheduling tools: session creation, capacity management, follower engagement.

Messaging

Direct and group messaging tied to courts and sessions, replacing external group chats.

Tournaments

Bracket and registration flows with real-time score updates.

The call

Early in the project, there was a real debate: build mobile-first or launch with a responsive web experience first? Web would have meant faster shipping, but the core use case, finding a court on the way there and checking in at the venue, is inherently mobile. We committed to mobile-first and built the web experience as a secondary layer. That decision held up.

Reflection

My key takeaways and learnings

Design for the riskier surface first

Creator Pro got proportionally more design time than player onboarding because it was more visible in investor demos. In hindsight, the first-session player experience was the higher-risk surface. It determines whether someone comes back.

Test with real users early

I'd push for real player user testing in week two, before the Creator Pro work starts. Demos tell you what impresses; testing tells you what retains.

Designing with AI: what Subframe taught me

AI accelerates, the designer decides

Subframe made production dramatically faster, but every call that mattered (hierarchy, edge cases, what a first-time player sees) was still a design decision. The tool amplified judgment; it didn't replace it.

Real components beat pretty mocks

Because every screen was built from working components, stakeholder reviews happened on real interfaces. Feedback got sharper, and handoff friction nearly disappeared.

Curious to know more?

Open Play Finder is live: try it at openplayfinder.com, or get in touch for the full story.

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