Case Study Autograph · 2022

From Digital Collectibles
to Fan Experiences

Autograph launched as an NFT platform bringing fans closer to their favorite athletes. But sentiment was tanking, retention was low, and the user base wasn't returning. A three-phase zero-to-one research program — interviews, focus groups, and a 3,000-person survey — uncovered why, and pointed the company toward a fundamentally different product direction.

3
Research phases: interviews, focus groups, survey
3,000
Survey respondents (n=3,000)
27
Qualitative participants across 11 interviews + 4 focus groups
0→1
Full product pivot driven by research

Is the product wrong, or is the execution wrong?

By mid-2022, Autograph was in a difficult position. The platform had launched with real momentum — Tom Brady's name, a DraftKings partnership, and genuine cultural relevance. But the signals coming back were bad: sentiment on Discord and Twitter was low and getting worse, web analytics showed users weren't returning, and most of the existing base had come through DraftKings rather than organic fan interest.

Leadership had a decision to make: double down on the current product, fix specific features, or reconsider the direction entirely. That decision needed evidence. My role was to generate that evidence — and to represent it honestly, regardless of what it showed.

The core business question wasn't "how do we improve the NFT product." It was: who are our users, what do they actually want, and is there a product here that serves them?

The Stakes

A product pivot of this magnitude — from digital collectibles to a fan experience platform — required research that was credible enough to justify the change in direction. A 27-person qualitative study alone wouldn't have been enough. The program was designed specifically to produce findings that leadership could act on with confidence.

Three phases, designed to escalate confidence

A qualitative study alone wouldn't be sufficient to justify a company pivot. The program was designed sequentially: start with discovery to understand who users actually were, move to focus groups to explore what they wanted, and close with a large-scale quantitative survey to validate the direction at a scale leadership couldn't dismiss. Each phase was designed to be credible on its own — and together they were designed to be undeniable.

01
User Interviews
Who are our users?
11 moderated 30-minute interviews with Autograph users recruited from UserTesting. Explored collecting background, blockchain familiarity, buy/sell behavior, and relationship to the platform. This phase produced the two-persona split that anchored everything that followed.
02
Focus Groups
What do they actually want?
4 remote focus groups, 16 participants — each having spent an average of $5,000 on Autograph. This is where the direction emerged: users kept coming back to physical goods and in-person access. The digital product wasn't the goal. It was only interesting if it could unlock something real.
03
Quantitative Survey
How confident are we?
n=3,000 football fans over two weeks, at least ⅓ Tom Brady fans. MaxDiff forced-choice analysis on desired features. This phase turned a directional finding into a number leadership could hold: the existing product ranked fifth of six features fans wanted.
Phase 1
11 Moderated User Interviews (30 min each)
Phase 2
Focus Group 1
Focus Group 2
Focus Group 3
Focus Group 4
Phase 3
MaxDiff Survey — n=3,000 football fans (2 weeks in field)

The interviews revealed two different products were needed

The interview synthesis produced a clean, unexpected split. Autograph's users weren't one audience — they were two, with fundamentally different motivations, behaviors, and definitions of value. The product had been built for one of them. The other was completely underserved.

This persona framework wasn't just a research deliverable. It became the strategic lens for every decision that followed — who to build for, what to partner on, and how to position the new direction to investors and the press.

User Personas — Developed from 11 Moderated Interviews

Financially Motivated
The Investor
"I'm here for the upside."
Background
Sneaker resale culture, crypto trading, stock market investing. Treats collectibles as an asset class — buys to flip or hold for appreciation.
What drives buy/sell decisions
Floor price movement, rarity tier, market comparables, resale volume trends. Collector score matters insofar as it affects value.
Relationship to athlete/IP
Incidental. Would buy a LeBron NFT even without being a Lakers fan. Cares about brand value and cultural relevance, not personal connection.
Hobby Motivated
The Fan
"I want to feel closer to the game."
Background
Sports cards, memorabilia, physical fan gear. Deep emotional connection to specific athletes and teams. The NFT wrapper is new and unfamiliar.
What drives buy/sell decisions
Athlete connection, scarcity of access, meaningful moments. Doesn't think in floor prices — thinks in how much something means to them.
The unmet need
Deeply underserved by the existing platform. Wants real-world access and physical rewards — not digital trading mechanics. This is Autograph's real audience.

Fans wanted to be there — not to own a picture of it

The focus groups kept returning to the same theme, session after session: what users actually wanted had nothing to do with digital files. They wanted signed jerseys. They wanted to be in the same room as Tom Brady. They wanted a photo with him, a voicemail from him, a seat at his charity event. The NFT was only interesting if it could get them closer to that.

The analogy that crystallized the finding: Autograph had been selling the ticket stub. Fans wanted the concert. A stub proves you were there — but only if you were. An NFT as a collectible artifact has the same problem. An NFT as an access mechanism — the thing that gets you through the door to a real experience — is a completely different product.

This reframe was the key insight from Phase 2. And it was the framing I used when presenting the pivot recommendation to leadership: the technology isn't wrong. The application of it is.

Core Finding

Fans wanted physical goods and in-person access to their favorite athletes. The NFT collectible was only valuable as an access mechanism — not as the end product. Autograph had been optimizing the wrong half of the equation, and the data proved it.

The data validated the qualitative signal at scale

The 3,000-person survey confirmed and quantified the focus group findings — and surfaced one additional, strategically important insight about the Tom Brady fan base specifically.

87%
Connection opportunity
Of football fans felt they could connect more to their favorite athletes. TB fans were nearly identical at 82% — confirming this was a broad fan need, not a niche one.
67–69%
Merchandise intent
Of both general football fans and TB fans had bought and planned to buy team merchandise to show support — the highest-ranking fan behavior in the survey.
+9pts
Sports fanaticism
TB fans scored 9 points higher on sports fanaticism than general fans (46% vs 37%) — and showed elevated engagement across all interests: music, film, gaming, and fashion too.
#1
Top-ranked feature
A free physical good ranked as the top feature of the new product — followed by special access to participate in exclusive experiences. Digital-only features ranked significantly lower.

The MaxDiff analysis on desired features confirmed the physical-first hierarchy clearly: physical goods and special access opportunities consistently outranked digital-only benefits across both general football fans and TB fan segments.

Survey Snapshot — n=3,000 Football Fans

87%
Connection Gap
of football fans felt they could connect more to their favorite athletes
67%
Merch Buyers
have bought or plan to buy team merchandise — the #1 fan behavior
+9pts
TB Fan Intensity
higher sports fanaticism vs. general fans — and elevated across all interests
Free physical good
#1
Special access / exclusive participation
#2
Paid physical good
#3
Exclusive digital content
#4
NFT collectible
#5
Digital-only reward
#6

Relative ranking illustration based on MaxDiff results. n=3,000.

Before and after — what research changed

The Product Pivot — Before & After

Before
NFT Collectibles Platform
Digital-only value proposition
Trading mechanics as core product
Financially-motivated user base inherited from DraftKings
Low retention, poor Discord sentiment
After Research
Fan Experience Platform
Physical goods + in-person access as primary value
NFT as access mechanism, not end product
Hobby-motivated fans as core audience
Partnership strategy for physical/experiential rewards

How do you tell a company the product needs to change?

The hardest part of this project wasn't the research. It was the presentation. Telling leadership that the product they'd built, funded, and launched was misaligned with what users wanted is a high-stakes conversation — one that can go wrong if the evidence isn't airtight or the framing isn't right.

The three-phase design was deliberate preparation for that moment. The interviews gave us direction. The focus groups gave us specificity. The n=3,000 survey gave us the number that made it undeniable: the NFT collectible ranked fifth out of six features fans actually wanted. That wasn't a qualitative hunch. It was a forced-choice ranking from 3,000 people.

The recommendation wasn't "stop what you're doing." It was: the technology is right. The application is wrong. NFTs as access mechanisms to physical experiences — that's the product. Not NFTs as the experience themselves. That reframe made the pivot feel like a direction, not a failure.

Strategic Recommendations

Create a product centered on getting fans closer to physical experiences with their favorite icons

Direction 1

Redesign the product around physical goods and in-person access as the primary value — not digital collectibles

Direction 2

Use NFTs as access tokens, not end products — the concert ticket, not the stub

Direction 3

Pursue partnerships that supply physical goods and event access — translate fan preferences into a new business development strategy

Key Insight

Tom Brady fans are more fanatical consumers across all categories — making them a high-value anchor audience for a premium membership product beyond sports alone

Zero-to-one research that changed the roadmap

Product Pivot

Research directly drove Autograph's strategic transition from a digital collectibles platform to a fan experience and membership product — a fundamental change in company direction

Audience Clarity

Two-persona framework (Financially Motivated vs. Hobby Motivated) gave the product team a clear picture of who to build for — and which persona had been underserved

Feature Prioritization

MaxDiff analysis quantified what fans valued most — providing a data-backed hierarchy that directly shaped what went into the new product roadmap

Community Signals

Discord and web analytics analysis established a behavioral baseline — giving the team quantitative evidence that the current product was underperforming before research began

Partnership Strategy

Research findings informed outreach to partners who could supply physical goods and experiences — translating fan preferences directly into a new business development strategy

Scale of Validation

The n=3,000 survey ensured the qualitative pivot recommendation wasn't based on 27 voices alone — giving leadership the confidence to commit to a major product change

← Back

All work