Nov 18, 2024

Geometry of a Digital Product

Explore the structure behind building a complex digital product. Through the lens of BeatGolf, a golf app with scalable modules and gamified systems, this series reveals my step-by-step process for transforming an idea into a meaningful, functional experience.

From methodology to complexity and gamification, this journey blends design, strategy, and human insight.

Author

Agustín Pasztetnik
Agustín Pasztetnik

READ

7 mins
7 mins

Category

Article
Article
Designing Section
Designing Section
Designing Section
The Product Process Behind the Screens
The Product Process Behind the Screens
The Product Process Behind the Screens

I believe every successful product must be grounded in a clear methodology that honors each stage of its development. My process is shaped by user-centered design principles, drawing from thinkers like Don Norman and Marty Cagan, and built on a three-stage structure: Discovery, Ideation, and Building.

Discovery is where everything begins. It’s the moment to step back and understand the market, the users, and the gaps that need to be filled. In the case of BeatGolf, I started by analyzing similar products in the golf tech space. It quickly became clear that most existing solutions were failing at one fundamental point: usability. Their interfaces were unintuitive, overly complex, and aesthetically outdated.

Rather than competing through feature overload, I chose to differentiate the product through simplicity. I aimed to create an experience that felt fluid and intuitive from the first tap. Inspired by Jakob Nielsen’s usability heuristics, I emphasized clear navigation, obvious pathways, and a user journey that would never leave players guessing. As Don Norman states in The Design of Everyday Things, a product should never rely on manuals to be understood.

I conducted a benchmarking process to identify specific usability weaknesses in competitor apps. This analysis helped me prioritize simplicity and accessibility from the beginning, not as a polish layer, but as a core design value. I began sketching LoFi wireframes early in the process to validate and iterate on navigation flows.

In the Ideation phase, I moved from the "what" to the "how." Here, I built tools like feature sets, user flows, and sitemaps to lay the structural foundation of the product. Drawing on agile frameworks such as those outlined in Marty Cagan’s Inspired, I approached each feature as part of a modular system. This allowed me to maintain scalability without compromising coherence.

Inspired by Lean UX principles from Jeff Gothelf, I encapsulated each functionality, from creating matches to scorecards and real-time scoring, into reusable modules. These modules were designed to adapt to various needs and contexts, reducing friction and keeping the core product lean.

Don Norman reminds us that simplicity isn’t the absence of complexity, but the organized expression of it. With tools like user flows and modular thinking, I ensured each part of the experience was digestible and purposeful. The goal was always clarity, for both the user and the product team.

Then came the Building phase. Contrary to what many assume, building doesn't start with high-fidelity mockups or code — it begins with testing assumptions. Using LoFi prototypes, I validated the key user flows, gathered feedback, and refined both interaction and structure before committing to final visuals.

Once validated, I moved forward with creating the visual design system. Drawing from Atomic Design by Brad Frost, I created a scalable and consistent UI library. This included reusable components such as buttons, typography styles, and layout patterns, all documented in a centralized system. This approach ensured consistency across modules, accelerated development, and made future updates seamless.

In parallel, I worked with the marketing team to craft a tone of voice and communication style that matched the visual experience, clear, confident, and emotionally resonant. Every interaction had to reinforce trust and usability.

Modules like Home, Marketplace, and Stats were built not only to look good but to function smoothly within the broader experience. Most importantly, the entire app is powered by a web-based admin system that allows full client control over content and features, ensuring adaptability, autonomy, and scale.

Screen
Screen
Screen
Screens
Screens
Screens
Structuring Digital Ecosystems
Structuring Digital Ecosystems
Structuring Digital Ecosystems

Designing complex products doesn't mean making them complicated. It means organizing them. In BeatGolf, the main challenge was creating highly customizable modules: over 20 types of matches, basic and advanced scorecards, social features, a community, and more.

I worked based on User Story Mapping, as proposed by Jeff Patton, to visualize user needs and flows. This allowed me to prioritize functionalities, structure customizable modules, and maintain a fluid experience.

A major challenge was designing the Ryder Game Mode, which requires team logic, rules customization, and collaborative dynamics. To address this, I incorporated community-centered design principles, such as those from Richard Millington in Buzzing Communities. The result was a module that fosters user connection, allowing them to form teams, share experiences, and enhance the app’s social value.

Each component was designed as part of a reusable modular system, ensuring visual and technical consistency. This approach turned complexity into a powerful and accessible experience.

User Flow
User Flow
User Flow
The Power of Gamified Products
The Power of Gamified Products
The Power of Gamified Products

Gamification is not about adding points. It’s about designing motivation. In BeatGolf, I implemented three levels of gamification, and I’ll focus on one of them: challenges.

The app includes 10 challenges, each with 10 missions. Completing them unlocks exclusive rewards that can be redeemed in the Marketplace. This mechanic creates a commitment cycle that motivates users to return, level up, and earn prizes.

Inspired by Yu-kai Chou’s Actionable Gamification and Nir Eyal’s Hooked, I designed a system that builds habits and fosters loyalty. Additionally, following Gabe Zichermann’s ideas in Gamification by Design, I used these dynamics as a driver for retention and monetization.

Knowing when and how to apply gamification is key. In BeatGolf, challenges maintain user interest, strengthen the community, and align motivation with product goals.

Closing

BeatGolf is the result of a meticulous process, but also of a clear intention: to design experiences that connect emotionally with people.

From methodology to gamification, every stage was part of a geometry where form and function come together. Designing digital products is not just about solving tasks; it’s about creating meaning in every interaction.

The journey doesn’t end here. Every challenge, every module, every iteration is an invitation to keep designing the intangible

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//FAQ

Concerns

Frequently

Asked Questions

01

What do I need to get started?

02

How do payments work?

03

What if I need changes during the process?

04

Can you build the website as well, or just design it?

05

What tools do you use?

06

How long does a typical project take?

011

//FAQ

Concerns

Frequently

Asked Questions

01

What do I need to get started?

02

How do payments work?

03

What if I need changes during the process?

04

Can you build the website as well, or just design it?

05

What tools do you use?

06

How long does a typical project take?

//FAQ

Concerns

Frequently

Asked Question

What do I need to get started?
How do payments work?
What if I need changes during the process?
Can you build the website as well, or just design it?
What tools do you use?
How long does a typical project take?

011

//FAQ

Concerns

Frequently

Asked Questions

01

What do I need to get started?

02

How do payments work?

03

What if I need changes during the process?

04

Can you build the website as well, or just design it?

05

What tools do you use?

06

How long does a typical project take?

Let'S WORK

TOGETHER

BASED IN BARCELONA,

SPAIN

Product Designer

+ Framer Developer

Thanks for scrolling this far — I hope my work sparked something. I design to connect, include, and inspire — and if that resonates, let’s build something great together.

Let'S WORK

TOGETHER

BASED IN BARCELONA,

SPAIN

Product Designer

+ Framer Developer

Thanks for scrolling this far — I hope my work sparked something. I design to connect, include, and inspire — and if that resonates, let’s build something great together.

Let'S WORK

TOGETHER

BASED IN BARCELONA,

SPAIN

Product Designer

+ Framer Developer

Thanks for scrolling this far — I hope my work sparked something. I design to connect, include, and inspire — and if that resonates, let’s build something great together.

Let'S WORK

TOGETHER

BASED IN BARCELONA,

SPAIN

Product Designer

+ Framer Developer

Thanks for scrolling this far — I hope my work sparked something. I design to connect, include, and inspire — and if that resonates, let’s build something great together.