Discovery Networks · Streaming product leadership

Turning live TV discovery into a measurable product experience.

I led the UX direction for discovery+'s electronic programme guide, connecting research, cross-platform architecture, connected TV interaction design and post-launch measurement.

Design leadership Connected TV Cross-platform UX H.E.A.R.T. measurement
The challenge

One scalable TV guide across markets and devices.

Discovery Networks offered live and simulcast programming through different brands, affiliates and platform implementations across Europe. The move towards a more consistent discovery+ service created a need for a unified electronic programme guide.

The guide had to work across connected TV, web and mobile, meet current usability and accessibility expectations, and fit a platform landscape that included hosted web apps and native experiences.

93.7%Connected TV

The dominant device category, making living-room interaction the primary design constraint.

5%Mobile

A smaller but important context requiring touch-friendly browsing and clear responsive behaviour.

1.3%Web

A low-volume context that still needed consistency with the shared product model.

Device share recorded in the project usage baseline for Q3 2022.

Design leadership

Creating clarity, pace and shared ownership.

I led an intensive two-week discovery and definition sprint within a broader MVP programme. I coordinated three senior UX designers and worked directly with product design, research, product management and engineering.

My role combined direction with hands-on delivery: framing the work, aligning the team around evidence, shaping the information architecture, producing responsive and connected TV concepts, and defining acceptance and measurement criteria.

Direction

Framed the MVP

Balanced business objectives, technical constraints and user needs through the PRFAQ and Lean UX canvas.

Team

Mobilised specialists

Set priorities across UX, product design and research while coordinating work by platform.

Alignment

Made decisions visible

Used workshops, flows, prototypes and shared documentation to build cross-functional agreement.

Quality

Connected craft to evidence

Reviewed interaction details against research, platform guidance, accessibility and the design system.

Evidence and priorities

Usage data and usability research set the direction.

The team combined analytics, customer feedback, usability findings, competitive analysis and connected TV platform guidance. This made prioritisation practical rather than opinion-led.

Research highlighted clear opportunities: make channel identity more prominent, introduce understandable ordering, group related channels, clarify navigation labels and make horizontal browsing more obvious.

EPG usage analysis showing total usage and the share of hours by connected TV, mobile and web
Usage evidence showed that connected TV represented 93.7% of viewing hours.
EPG usability study findings for channel identification, navigation taxonomy and sideways scrolling
Usability findings translated directly into channel, taxonomy and navigation priorities.
Lean delivery model

A rapid sprint inside a broader iterative programme.

The initial sprint established the shared problem, requirements and design direction. The wider programme then moved through cross-platform modelling, prototyping, user testing, detailed specifications, UAT and post-launch measurement.

This structure protected speed without reducing the work to visual production. Each phase created evidence or decisions that the next phase could use.

01

Align

PRFAQ, business goals, Lean UX canvas and MVP boundaries.

02

Model

User stories, information architecture, system logic and core journeys.

03

Prototype

Wireframes and interactive options for connected TV, mobile and web.

04

Validate

User testing, iteration, acceptance criteria and implementation support.

05

Measure

UAT, H.E.A.R.T. metrics and continuous improvement after launch.

The work behind the interface

The team moved from requirements and acceptance criteria through competitor analysis, user flows and platform guidance before committing to wireframes.

The practical UX workflow behind the EPG, from requirements to interaction design.
User stories and acceptance criteria made navigation, live states and programme information testable.
Collaborative workshops turned research and requirements into shared priorities and flows.

Phased delivery and iteration

The wider delivery model connected the initial sprint to prototyping, testing, specification, UAT and post-launch optimisation.

Global EPG UX process from project rationale and Lean UX canvas through information architecture, prototypes and user testing
The phased MVP process connected product definition, UX delivery and research.
Product process showing experience strategy and experience design from research through implementation
A repeatable product process linked discovery, definition, development and delivery.
Product design progression

Turning the programme model into clear interaction patterns.

The wireframes resolved how viewers moved between dates, channels and programme details, then into live playback. They also defined progressive disclosure, focus behaviour, watch-live and watch-from-start actions, and the relationship between schedule and player.

The same product logic was translated across touch and remote-control interfaces before visual design was applied.

Early concept variants compared standalone and in-player EPG behaviour.
The connected TV wireframe joined channel navigation, schedule and programme context.

Mobile schedule and player wireframes

Detailed mobile flows tested browsing density, programme detail, live states and the hand-off from schedule to viewing.

Schedule structure with live states and time-based browsing.
Progressive programme detail without leaving the schedule.
Channel-led browsing across dates and programme slots.
Live-player controls with a route back into related programming.
Landscape playback defined viewing controls, live status and continuity into the next action.
Usability testing and iteration

Testing confirmed the core interaction model.

Prototype testing examined the controls that helped viewers narrow a large sports catalogue. Participants engaged with the subscription-tier toggle, quickly recognised competition logos as filters and understood that selecting a date opened the calendar filter.

The findings gave the team confidence in the navigation model and provided specific evidence for the next design iteration.

Testing evidence across tier, competition and calendar filters. All three interaction patterns performed well in the prototypes.
Final product design

A visual EPG that scales from living-room screens to mobile.

The final interface brought strong programme imagery and live status into the schedule while preserving the scanning speed of a conventional guide. On connected TV, the design used legible typography, clear focus states and remote-friendly interaction.

The responsive system retained the same hierarchy across desktop, tablet and mobile, then connected schedule decisions to live viewing and watch-from-start states.

Schedule and sports discovery

The production UI combines a high-impact content surface with a familiar time-based guide, helping viewers scan what is live, compare what comes next and act quickly.

Final sports schedule: live events, programme imagery and time-based browsing in one view.
A featured-event treatment adds richer context without interrupting schedule browsing.
Focused programme states remain visible within the broader channel and time context.

Responsive schedule experience

Mobile and tablet layouts preserve the core navigation model while adjusting information density, imagery and programme detail for touch.

Mobile schedule with visual programme cards and live context.
Extended mobile schedule across live and upcoming events.
Compact web EPG for narrow viewports.
Tablet layout balances visual discovery with schedule density.

From schedule to playback

The experience carries the viewer's intent into the live event, including start-over choices and clear programme context.

Watch-live and watch-from-start actions make the playback choice explicit.
The final event state connects scheduling information directly to playback.
UX performance

H.E.A.R.T. turned experience quality into a shared scorecard.

I worked with research to define how the team would measure the experience after launch. The framework connected qualitative feedback with behavioural data, feature adoption, return behaviour and task performance.

This gave product and design a common way to judge whether the EPG was becoming easier to use and more valuable to viewers. The supporting dashboard made adoption, engagement and content behaviour visible over time.

Happiness

Customer feedback, ratings and reported satisfaction.

Engagement

Time spent and depth of interaction with the guide.

Adoption

Use of the redesigned EPG and its new features.

Retention

Whether existing viewers returned to the experience.

Task success

Efficiency, completion, effectiveness and error rates.

Discovery+ H.E.A.R.T. framework covering happiness, engagement, adoption, retention and task success
The measurement model used to connect design decisions with observable user outcomes.
The analytics dashboard supported ongoing measurement of adoption, engagement and content discovery.
Post-launch impact

Every H.E.A.R.T. measure improved after launch.

The redesigned EPG made live content more visual, interactive and easier to browse. Post-launch measurement showed gains across satisfaction, engagement, feature adoption, retention and usability.

The result demonstrates the value of linking design leadership and craft to a measurement plan from the start.

+35%Happiness

Improvement reflected in qualitative customer feedback.

+25%Engagement

Supported by a more visual and interactive EPG experience.

+17%Adoption

More viewers used the new EPG capabilities.

+14%Retention

Better content discovery supported stronger return behaviour.

+8%Task success

Improved usability helped viewers complete key tasks.

Post-launch changes measured through the project's H.E.A.R.T. performance framework.

UX Manager    •    Cross platform    •    Streaming

Project Overview

Discovery networks had quite a large selection of programs available to watch via various brands and affiliates in Europe. In an effort to converge and unify the service it was decided that discovery+ should be more consistent across countries and platforms.Based on a feature specific gap analysis and market research findings between discovery+ websites and apps from several countries; one of the features flagged to keep in the unified approach was the TV-Guide (also known as EPG) section.

Task

Design an EPG module to be built in discovery+ International (new component). This must be consistent with all platforms and based on up to date usability and accessibility standards

Role UX Manager
Platform Cross Platform
Brand discovery+
Year 2019
Workshop
Requirements
Wireframes
EPG Design

UX Design Process

The “Double Diamond” describes the UX Design process I followed for this case. It can take hours, days, weeks or months for each step of the process depending on the scale of the project. In this case it took a 2 week sprint

Product Process 1
product process 2
Daily UXD Actions 2 Week Sprint
Product Process