Volpala

Volpala is a self-initiated sports technology concept for flyball clubs, designed to bring club administration, dog and handler management, training, competitions, and communication into one focused platform.

  • Side quest
Project
Volpala
Role
Founder and Product Designer
Area
Sports technology and club management
Status
Concept designed and prototyped

Snapshot

Problem
Flyball clubs relied on Facebook groups, WhatsApp chats, spreadsheets, and paper records to manage people, dogs, training, competitions, and club communication.
Users
Club captains, team managers, handlers, competitors, and committee members in the flyball community.
Goal
Design a platform that simplified club organisation while reducing the administrative burden on volunteers.
Outcome
Created a complete product concept and validated design direction for a dedicated flyball management platform.

Questions driving the project

What I needed to understand

  • How do flyball clubs currently organise members, dogs, training sessions, and competitions?
  • Where does information become fragmented or difficult to find?
  • Which administrative tasks create the most repeated work for volunteers?
  • What makes flyball club management different from generic sports club management?

What I needed to validate

  • Would a platform designed specifically for flyball feel more useful than generic club management tools?
  • Which workflows needed to be included in the MVP to create genuine value?
  • Could a single platform improve communication without adding more admin for club volunteers?
Volpala mobile app interface showing a sports club management product concept for flyball teams.

Challenge

Flyball is a fast-growing dog sport, but the tools clubs rely on to organise training, competitions, and members have not kept pace.

As an active competitor and club captain, I saw information spread across social channels, spreadsheets, and paper records, making it harder for volunteers to manage clubs efficiently.

The design challenge was not only creating a better interface.

It was deciding what a dedicated flyball platform should include first, and what needed to stay out of the MVP so the product did not become too broad before its value was proven.

Research

Methods

  • Personal experience as an active flyball competitor and club captain
  • Conversations with competitors and club organisers
  • Review of existing sports club management platforms
  • Mapping core flyball club workflows

Key insights

  • Clubs relied on several disconnected tools.
  • Important information was difficult to find.
  • Competition preparation involved unnecessary manual work.
  • Volunteer administrators spent significant time repeating administrative tasks.
  • Existing club management products did not reflect how flyball teams, dogs, handlers, and competitions are structured.

Hypotheses

  • If club information is kept in one place, captains and handlers will spend less time chasing updates.
  • If the product is designed around dogs, handlers, teams, and competitions, it will feel more relevant than generic club tools.
  • If common tasks take fewer steps, volunteers will be more likely to adopt the platform.
  • If the MVP stays focused, the product can validate demand before expanding into a larger club operating system.

Product direction

  • Reduce administration for volunteer-led clubs.
  • Keep information in one place.
  • Design around real flyball workflows rather than generic sports management patterns.
  • Make common tasks take as few steps as possible.
  • Use MVP prioritisation as a product design exercise, not just a delivery constraint.

Core flows

Dog and handler management

Flyball clubs manage both people and dogs, so the product needed to reflect the paired nature of the sport.

  • Explored dog profiles alongside handler profiles.
  • Designed information architecture around the relationships between dogs, handlers, teams, and club roles.
  • Avoided forcing flyball workflows into a generic member-only model.

Training and competition workflows

Competition preparation and training organisation created repeated admin that generic tools did not support well.

  • Mapped journeys for training sessions, team rosters, competition entries, and running orders.
  • Focused on workflows that reflected how flyball clubs actually prepare and organise teams.
  • Prioritised reducing manual work around repeated event and competition tasks.

Club communication

Important updates were spread across multiple social channels, making it hard for members to know where to look.

  • Explored announcements and club communication as part of the central platform.
  • Designed around making important information easier to find later.
  • Focused communication on club operations rather than trying to replace every social conversation.

MVP prioritisation

As someone immersed in the sport, there was a constant temptation to solve every problem at once.

  • Prioritised the smallest set of features that could deliver clear club value.
  • Continually questioned whether each feature solved a real problem or added avoidable complexity.
  • Used MVP scope as a way to test demand before investing in a broader platform.

Product design system

The concept needed enough consistency to scale across membership, dog, training, and competition workflows.

  • Created a small design system covering colour, typography, spacing, components, navigation, and interaction behaviours.
  • Used reusable patterns to keep the product coherent as the concept expanded.
  • Treated system foundations as part of making the product easier to maintain and extend.

Iteration

What did not work

  • Trying to solve every flyball club problem made the product scope too broad.
  • Generic club management patterns did not reflect the specific structure of flyball teams and competitions.
  • A strong lived understanding of the sport made it easy to assume demand before testing it fully.

What changed

  • Narrowed the platform around the workflows most specific to flyball.
  • Used MVP prioritisation to separate essential club value from nice-to-have expansion.
  • Balanced lived experience with conversations and competitor review to avoid designing only for my own club.
  • Created reusable UI patterns so the concept could scale without becoming inconsistent.

Impact

  • Produced a complete product concept and prototype for a dedicated flyball management platform.
  • Clarified the opportunity for a specialist sports technology product in a community relying on fragmented tools.
  • Strengthened my approach to product discovery, prioritisation, and assumption testing.

Outcome

  • Designed an end-to-end product concept for flyball club management
  • Defined a focused MVP around real club workflows
  • Created a reusable design system for the product concept
  • Validated that solving a real user problem still requires market and demand testing
  • Volpala was not launched commercially, but it became an important product design exercise.
  • It showed me that spotting a real problem and designing a strong experience is only part of the work.
  • A successful product also needs demand validation, clear prioritisation, and a small valuable starting point.

Reflection

  • Volpala fundamentally changed how I think about product design.
  • Designing a great experience is only part of building a successful product.
  • Understanding market demand, validating assumptions early, and focusing relentlessly on the smallest valuable solution are equally important.
  • The project directly influenced how I approach product discovery today: slower to jump to solutions, quicker to test assumptions, and more deliberate about what belongs in an MVP.