Company:

ITVX

Duration:

12 weeks

Role:

Product Designer

TL;DR

ITVX had no shared, research-backed understanding of who its users actually were. I led an end-to-end qualitative research initiative - conducting 52 one-hour user interviews, synthesising the findings through affinity mapping and behavioural analysis, and producing four core product personas that were adopted by the core streaming product and design team to inform product decision making, editorial scheduling and feature prioritisation.

I co-designed the end-to-end UEFA Euros 2024 experience on ITVX — the home of live matches, highlights, pre and post match analysis and all related tournament content. Working alongside another product designer, I led research, facilitated stakeholder workshops, defined the information architecture and delivered final designs across all platforms.


455% increase in Sports Category Page visits

13.6x increase in category page clicks

1.4 million new user registrations

5% of the UK population watched the football on ITVX

100 million play button presses during the biggest game

+11% stream requests per second



Context
Context

ITVX is ITV's streaming and catch-up platform, serving a broad audience across drama, reality, sports, soaps and documentary content. Despite having a large and diverse user base, the product and design teams were working without a shared, research-grounded view of who their users were, how they watched, and what motivated their behaviour.


Without that foundation, product decisions risked being made in a vacuum - optimising for assumed users rather than real ones.

My Role
My Role

Working alongside one other lead product designer, I led the research design, recruitment, interviewing, synthesis and persona creation end to end.

The Problem

Product teams were making design and editorial decisions without a shared understanding of the ITVX user base. There was no documented framework capturing how different types of users discovered content, what their viewing habits looked like across the week, what their blockers were, or how they interacted with the platform across different devices.

The result was a gap between the users being designed for and the users actually using the product.

Objectives

Create a research-driven framework of ITVX's core user base

Create a research-driven framework of ITVX's core user base

Surface behavioural insights that could inform future feature development

Surface behavioural insights that could inform future feature development

Give product teams a shared reference point to use during discovery

Give product teams a shared reference point to use during discovery

Process

Audience segmentation


Before recruiting participants, I reviewed ITVX's existing marketing audience segmentation to identify the age brackets and lifestyle criteria that would ensure the research pool accurately represented the full breadth of ITVX users. A screener was designed to match participants across the five main ITVX genre categories - Drama, Reality, Sports, Soaps and Documentary - ensuring no major user type was underrepresented.

Interview design


I designed a structured but conversational interview template to capture consistent data across all 52 participants. Each interview covered lifestyle and living situation, favourite genres, services and apps used, goals, challenges and limitations, and an hour-by-hour schedule of content consumption across a typical weekday, Saturday and Sunday.

Participants were also asked about specific behaviours - how they discovered new shows, whether they avoided spoilers, their relationship with recommendation algorithms, their use of trailers, and whether they downloaded content for offline viewing. The depth of the schedule data in particular was designed to give editorial teams genuinely actionable insight into when different types of users were watching and on which devices.

52 one-hour user interviews


Each interview was conducted one-to-one and lasted approximately an hour. Across 52 participants, this represented a substantial qualitative research dataset - rich enough to identify genuine behavioural patterns rather than surface-level preferences.

52 one-hour user interviews


Each interview was conducted one-to-one and lasted approximately an hour. Across 52 participants, this represented a substantial qualitative research dataset - rich enough to identify genuine behavioural patterns rather than surface-level preferences.

Observation and tagging


Following the interviews, each participant profile was carefully analysed and key behavioural observations were identified and tagged. Tags were then grouped by user profile to enable clearer categorisation and pattern recognition across the full dataset.

Observation and tagging


Following the interviews, each participant profile was carefully analysed and key behavioural observations were identified and tagged. Tags were then grouped by user profile to enable clearer categorisation and pattern recognition across the full dataset.

Affinity mapping


The tagged observations were synthesised into groups of aligned behaviours. By cross-referencing each behaviour with the interview profiles it appeared in, I was able to write insights explaining what was driving each key behaviour - moving from raw data to meaningful interpretation.

Persona brainstorm


The insights were synthesised into four distinct behavioural characteristics that emerged consistently across the dataset. For each, I mapped top-level demographic details, living situation, motivations, blockers and a week-to-week content interaction schedule showing both TV and mobile usage patterns.

Persona brainstorm


The insights were synthesised into four distinct behavioural characteristics that emerged consistently across the dataset. For each, I mapped top-level demographic details, living situation, motivations, blockers and a week-to-week content interaction schedule showing both TV and mobile usage patterns.

The Four Personas

Dynamo - The Time Restricted Watcher


Busy, schedule-driven and spoiler-averse. Plans viewing around a demanding lifestyle, researches shows in advance and needs to watch new episodes as soon as they drop. Relies on word of mouth and values efficiency in content discovery above all else.

Passive -The Background Watcher


Uses TV primarily for background noise and company throughout the day. Favours familiar, low-attention content that doesn't require continuous focus. Wants the platform to do the work of surfacing appropriate content without having to actively search.

Escapist - The Weekend Binge Watcher


Time-poor during the week but deeply committed to the shows they care about. Saves content for immersive weekend sessions, researches what to watch carefully beforehand and won't invest time in something that doesn't come highly recommended.

Immersive - Watches for the Experience


Highly engaged and spoiler-conscious. Doesn't always have access to the main TV so frequently watches on mobile or laptop. Follows social conversation around shows closely and wants to stay current to participate in the cultural moment around their favourite programmes.

Implementation
Implementation

Each persona was brought to life through user journey mapping, scenario-based storytelling and How Might We exercises — translating the research into immediately actionable design opportunities.

For each persona, a realistic scenario was written - a specific moment in their week where their needs, motivations and blockers all converged. These scenarios were then mapped as user journeys, with friction points identified and opportunity areas surfaced for the product team.


Examples of opportunities that emerged:

  • A prominent, frequently-visited location for upcoming shows to support advance planning

  • Contextual metadata on homepage tiles to aid faster decision making

  • A My List notification system to alert users when a saved show becomes available

  • A "background boxsets" content rail surfaced during daytime hours

  • Seamless cross-device handoff to support mobile-first viewing habits

  • Trusted third-party ratings such as IMDB scores to support considered content discovery

Outcome

The four personas were delivered to and adopted by the core ITVX streaming product and design team as a shared reference framework for product decision making, feature prioritisation and editorial scheduling. By grounding the personas in 52 hours of direct user research, they represented one of the most substantive qualitative research initiatives undertaken at ITVX - giving teams a genuine, evidence-based understanding of who they were designing for.

Learnings

Depth beats breadth in qualitative research.

52 one-hour interviews is a significant commitment, but the richness of data it produced - particularly the hour-by-hour schedule detail - would not have been possible with shorter or more superficial sessions. The investment in depth paid off in the quality of the personas.


Behavioural patterns are more useful than demographic ones.

The four personas that emerged were defined entirely by viewing behaviour, not age or demographics. Two people of the same age and background could sit in completely different persona groups depending on how they actually watched. That distinction made the personas genuinely useful for product decisions rather than just descriptive.


Personas need quantitative validation to reach their full potential.

The next logical step - matching each persona cohort against Amplitude behavioural data - would have transformed this from a qualitative initiative into a fully mixed-methods framework. That remains the opportunity for whoever builds on this work.


Research is a product in itself.

The personas weren't just a deliverable - they were a shared language for the team. Getting product, design and editorial aligned around the same user archetypes changed how conversations about prioritisation and scheduling were framed. That shift in how teams talked about users was as valuable as the personas themselves.

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