distrito ACB

The project

Distrito ACB is an app that lets you manage virtual Basketball teams and allows you to play with their statistics and collect stickers of your favorite players!

I was brought in as an Interaction Designer Advisor. My job consisted in been the liaison between the developers and the design team. Making the wireframes and UX fluxes readable for all the team (we were working from Mexico City, Colombia, and Spain).

Android Link here

IOS Link here

The problem

I was approached by this customer at the start of 2022 and the problem was tricky: The team already had an Adobe XD file with most of the screens but the project was stuck.

The person who called me was a co-worker of mine, brilliant developer, he told me: We need a designer with some good people skills. So I said: I'm in.

The problem was more to do with one key word: Communication. The team had the talent, they already had the screens, and an idea of how to do it. However they wanted to develop this app in the game engine: Unity, but not a lot of people on the team were skilled with such technology.

My Role

I was approached by the team because I have some experience in UI layout using Unity, and also because of my people skills. First thing was to have a video conference, so I could understand the project, and the first thing I noticed was that, even though they had designed, virtually all the screens they needed, every team member had a different idea of how would they function!


Setting things in order

This is a screen of how the wireframe looked like. It was disjointed in some points and very abstract. Great for low fidelity! but as the project grew more robust, they stopped doing connected wireframes and that was the main issue.

After many video talks, we decided it was best to divide each area into its own flow. This is an example of the area with more complexity. As you can appreciate, we also detected many screens that were not made by that point. Also we discovered many unconnected places in the app, and, more importantly: everybody had a way to see the product we were designing.

Flow for one area

Flow for one area


Flow for one area


Final outcome

After my participation in the project, I am pleased to announce that it took only two months so we were able to design all the missing screens, to adapt them inside Unity (I was in charge of that), and we had the product ready to launch with only a couple of weeks of delay (talking about the general timeline, set long before I was even in the picture).

Signature moments

This is an important project for me because it was a great opportunity to showcase soft skills. It took communications skills to be able to make the right questions to the designers, the developers, and the project managers, to be able to get to develop a game plan and get this app up and running in the time we had.

Sometimes things got heated, and we were all in different time zones, I had to be up at 6am to take meetings, 7am in Barranquilla, Col, and it was about 1pm in Madrid. It was paramount to be able to keep calm when things started to get confusing or when people were stressing out.

At the end of the day I enjoyed the experience and I am so very proud to see the product in stores and been able to talk about it :)