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GoFan ticketing platform

Creating a complete high school ticketing platform

Media / Technology, Minimum Viable Product, Product Design + Development
overview

Huddle, Inc., distributor of millions of printed tickets to K-12 school events, wanted to find out whether high school athletic programs were ready for digital ticketing.

industries

Media / technology

services
  • Minimum viable product
  • Product design + development
  • Innovation research

The Challenge

Printing over 150 million tickets to over 10,000 high schools across the United States, Huddle was interested in exploring opportunities to move beyond paper for high school event ticketing.

Digital Scientists worked with the team at Huddle to create a clean, easy-to-use consumer experience while also creating a comprehensive back-end that could be trusted by schools to handle a high volume of ticket transactions.

Jobs To Be Done

  • Purchase tickets for sporting events using a mobile device
  • Successfully validate admission even where cell reception is poor
  • Accurately track disburse funds to school accounts
  • Allow schools to create a branded presence for event marketing

What we did

After a rigorous design and development cycle of only 2.5 months, GoFan was originally released late in the Fall season as a limited test to four high schools inside the metro Atlanta area. High school ticket buyers showed a strong interest in adopting GoFan, with some schools showing as high as a 50% adoption rate with only limited advertising of the new platform.

For athletic departments, the ability to provide event reconciliation reporting quickly moved from being a ‘nice to have’ to a must.

engagements
  • Innovation Research
  • Product Design + Development
technology stack
  • Ionic Framework
  • Stripe Payment API
  • ElasticSearch
  • Google Firebase
  • Ruby on Rails
experiences delivered
  • Responsive Desktop & Mobile App
  • Admin & Financial Reconciliation Applications
  • Box Office Mobile Ticket Scanning App

Reserved seating

In a later version of the consumer experience, we designed and built a new feature that enabled fans to reserve specific seats or groups of seats at a given venue when making a ticket purchase. This functionality also allowed schools to create virtual versions of their event venues and configure individual seating sections for each.

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