Context and brief
Support match-week decisions without adding another slow system.
Football clubs do not only run on tactics. They run on half-remembered scout
notes, messages sent between training sessions, injury updates that arrive
late, and coaches trying to make good decisions with whatever information is
closest at hand.
I designed ClubSphere as a concept for regional and local football
organizations, using youth soccer clubs in Central Florida as the grounding
context. The challenge was to help small staffs coordinate scouting,
readiness, and lineup decisions while preserving the fast, informal rhythm
they already work inside.
The question I kept coming back to was simple: what would change if coaches,
scouts, and staff could see the same version of the truth before match week
started to move?
All player and staff names shown in the concept screens are fictional.
The problem
The club was organized everywhere and nowhere.
At the semi-professional and youth-development level, club operations often
depend on a patchwork of PDFs, Word docs, spreadsheets, messaging apps, and
whiteboards. None of those tools are bad on their own. The problem is what
happens between them.
A scout sees potential, but the note lives in one place. A coach is building
a lineup, but availability lives somewhere else. Medical risk, performance
history, and academy development all matter, but they rarely arrive together
at the moment a decision is being made.
That made the design constraint less about storing more data and more about
surfacing the right evidence at decision time. The product had to feel calm,
move quickly, and remain realistic for a small staff to maintain.
Approach
Start with the repeated decisions.
I started with the moments that repeat every week: checking who is ready,
comparing players, preparing a lineup, capturing a scouting report, and
sharing context with someone who was not in the room.
With three weeks and no access to live club data, I treated the work as a
focused workflow hypothesis, not a finished platform. I stayed close to two
connected roles and the decisions that pass between them. Scheduling,
messaging, payments, and club administration stayed outside the scope. They
could make the product broader, but they would not help answer the central
question.
My first instinct was to organize the system entirely around departments.
Instead, I used functional areas as stable homes and placed the Squad Hub at
the center, allowing readiness, scouting, lineup planning, and analytics to
connect without becoming one dense workspace.
- Considered
- A department-by-department platform that mirrored how a club is staffed.
- Chose
- A shared Squad Hub with specialized workflows around it, so each role could work quickly while still contributing to the same player context.
Retrospective
Designing for the parts no one has time to polish.
ClubSphere reminded me that the most important design work often lives in the
handoff between observation and action. A useful product would not win by
adding more data; it would help the right person understand what changed, why
it matters, and what decision comes next.
The project also sharpened a belief I keep returning to in enterprise
software: clarity is not the opposite of depth. Done well, clarity is how
depth becomes usable.
If the work continued, I would resist adding more surface area until the
underlying rules were clearer: who can edit medical status, how conflicting
observations are resolved, and which decisions need a visible history. In a
shared system, trust depends as much on ownership as it does on interface
design.