All work
Case study

Sold out in nine seconds. The hard part was making none of it feel new.

Role

Product Design Lead

Scope

0→1 launch, then a commercial product for other teams and leagues

Team

Designer

Timeline

2021·23

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We weren't building an NFT product. We were solving a fan problem. How do you introduce a new kind of ownership to a mainstream audience so it feels trustworthy, effortless, and worth coming back to, without losing what actually makes the technology useful underneath.

Fastest drop sell-out
9s
First Toronto Maple Leafs drop
Sell-through rate
92%
Across the first drops
Waitlist
48,000
Registered ahead of launch
The problem

New category, mainstream audience.

Most collectibles experiences assumed the person buying already understood crypto. Sports fans don't, and shouldn't have to. The product had to feel like commerce they already knew, with the complexity hidden until the moment it actually mattered.

And it had to hold up on the worst possible day. a drop is a traffic spike with money and emotion attached, where every failure is public and every fan is watching the same countdown.

Adoption friction

Fans needed a purchase and collection flow that felt familiar, with wallets, keys and chains kept out of the way until they were unavoidable.

Trust and legitimacy

Fans needed proof of authenticity, ownership they could understand in plain language, and confidence the platform would not break at the exact moment it mattered.

Drop reliability at peak demand

Drops create extreme spikes and high emotional stakes. The product had to communicate fairness, handle sold-out cleanly, and keep people informed through every transaction state.

The move

Make it commerce, not crypto.

Four pillars, all of them pointed at the same thing. A fan should be able to collect first and learn later.

Make it feel like commerce

We designed around the way collectors already behave, which is to browse, buy, reveal, collect and trade. Blockchain concepts were disclosed progressively, only at the point where they changed what someone should do.

Treat drop-day reliability as a requirement

Drops were treated as peak-load events, not launches. The product and the system were designed for clarity and resilience across all four states, from pre-drop through live, sold out and post-purchase.

Lead with trust and storytelling

Confidence came from verified drops, transparent item detail, unambiguous ownership states, and storytelling that tied each collectible back to something a fan already cared about.

Build a utility-driven loop

Collectibles were positioned as more than digital content by tying them to access, experiences and physical memorabilia, with a marketplace layer that sustains engagement between drops.

A Dropshop game-worn Toronto Maple Leafs jersey collectible: the physical jersey, a framed digital twin, a Legendary 1/1 badge and a Signature Edition certificate authenticated on blockchain
What shipped

A drop engine, a marketplace, and a playbook to run them.

Six surfaces, built so a drop could be repeated rather than survived.

Drop engine and storefront

Campaign pages built to hold peak traffic and communicate scarcity, timing and outcome without ambiguity.

Pack drops and reveal

Rarity tiers, the reveal moment, and clear guidance on what happens next.

Fan-first checkout

A checkout designed to cut crypto friction and prevent dead ends while demand is at its highest.

Collection and provenance

Item detail with plain ownership states, provenance, and storytelling a fan would actually share.

Marketplace resale

List, manage and buy, with transparent listing states and honest transaction feedback.

Drop-day operations

The operating playbook covered instrumentation, monitoring, support escalation, and a repeatable launch checklist.

Post-launch

Demand, and then repeat demand.

In the first launch window Dropshop proved it could drive mainstream demand and then sustain it, through repeatable drops and a marketplace layer that gave collectibles somewhere to go between them.

The numbers that mattered most weren't the sell-out times. They were the ones that showed people coming back. repeat buyers and secondary listings.

Fastest drop sell-out
9s
↓ first Leafs drop, start to gone
First Toronto Maple Leafs drop
Sell-through rate
92%
↑ across the first drops
Across the first drops
Peak concurrent users
20,000
↑ at once, on drop day
On drop day
Repeat buyers
30%
↑ came back within 60 days
Bought again within 60 days
Marketplace listings
8,000
↑ created in the first 60 days
Created in the first 60 days
Waitlist
48,000
↑ registered before launch
Registered ahead of launch
What's next

From collectibles as content to collectibles as a value layer.

The roadmap direction was to make ownership do something.

01

Physical memorabilia provenance

Authenticity and provenance for physical memorabilia, carrying a digital trail.

02

Verified owner access

Digital tickets and verified-owner access, covering whitelists, VIP moments and presales.

03

Commercial expansion

Repeatable playbooks across teams, seasons and partner campaigns.

Learnings

Reliability is the product

When demand spikes, fans don't judge the platform on features. They judge it on clarity, fairness, and whether it holds up. The biggest wins came from state design, meaning pre-drop expectations, sold-out communication, and honest transaction status.

Trust must be designed

Mainstream users don't start with confidence in any of this. Authenticity signals, plain language, and consistent ownership states mattered as much as the visual design. Trust had to be earned repeatedly, not once.

Progressive disclosure beats education

Long explainers didn't move the needle the way we expected. What worked was removing decisions, cutting steps, and revealing complexity only when required. Fans wanted to collect first and learn later.

Utility drives retention

Digital ownership becomes meaningful when it connects to access, experiences, or real-world value. The strongest retention moments came when a collectible felt like a key rather than a picture.

Playbooks scale drops

A drop engine is only as good as the repeatability around it. Instrumentation, monitoring and a checklist-based launch process cut risk and made every subsequent drop smoother to run.