Airbit Mobile App

Project Overview

Airbit Mobile is a native iOS and Android app built to expand the Airbit ecosystem beyond the web marketplace — giving artists a faster, more intuitive way to discover, stream, and purchase beats, while unlocking a new high-conversion sales channel for producers.

The opportunity was clear: artists increasingly consume and shop on mobile, yet the marketplace experience was web-first. By bringing the full beat-browsing and purchasing journey into a purpose-built native app, we met artists where they already are, and gave producers a mobile storefront designed to convert.

The app supports Airbit's mission of making music more fair: every design decision aims to make licensing clearer for buyers and earnings more reliable for creators.

The Problem

Producers were getting traffic but not enough revenue. Listeners were dropping off between hitting play and paying.

Producer feedback kept saying the same thing: Low engagement on the web marketplace, and Low conversion. On mobile, where most discovery happens, artists had to work with a responsive web experience that was never designed for a small screen.
Fragmented discovery. Finding a beat, previewing it and comparing alternatives took too many steps and lost context between pages.
Licensing uncertainty. Dense, inconsistent license terms made buyers hesitate when they were ready to commit.
Checkout friction. Unclear pricing, hidden bundle discounts and a cart full of competing details led to abandoned carts.
No native presence. Without an app, there was no persistent player, no push re-engagement and no "listen now, buy later" habit.

Responsibilities

As the only product designer on the team, I owned the product experience from research through release.

  • Research & strategy: Ran user and competitive research, synthesised behavioural data into opportunities, and shaped the product direction
  • Design system: Built and maintained the mobile design system: tokens, components and patterns, with WCAG AA contrast and accessibility built into the foundations.
  • End-to-end experience: Designed every flow in the app, from discovery, search and the player to library, cart, checkout, licensing and notifications.
  • Scope & delivery: Broke the roadmap into scopes, wrote the Jira tickets, user stories and acceptance criteria, and worked with engineering on every build.
  • Quality & release: Ran design QA and tested each scope before release, so what shipped matched the intended experience.

In short: I wasn't just designing screens. I was building a product, strategy, system, execution, and quality control, all from one seat.

Understanding Users

To solve the conversion problem, I needed to understand why it existed, not just where. I dove into both quantitative and qualitative signals to build a real picture of user behavior and friction.

Research inputs:

  • Hotjar session recordings: Observed real artists navigating the marketplace, identifying drop-off points, rage clicks, and confusing flows.
  • Typeform surveys: Collected direct feedback from artists and producers on frustrations, unmet needs, and purchase barriers

What I found:

  • Artists were discovering beats easily, but losing momentum at checkout
  • The purchase flow was too long, too desktop-oriented, and unclear on licensing
  • Producers were losing warm buyers to navigation friction and unclear CTAs
  • Mobile users, in particular, felt the experience was "not made for them"

Impact and Lessons Learned

...

My Role

SENIOR PRODUCT DESIGNER - Product Owner. As the only product designer on the team, I owned the product experience from research through release.

Tools used:

Figma, Confluence, Amplitude, Jira

Scope:

18 Months

Contributions:

Research & strategy, Design system, End-to-end experience, Scope & delivery, Quality & release.

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