Case study · Music platform

Beatclap

Redesigning how artists release music on Beatclap, so one small mistake no longer turns into a payment problem months later.

RoleUX / UI Design
Year2024
PlatformWeb + iOS
ScopeResearch → launch
Beatclap Trends analytics in a browser window on a violet background, showing top retailer, territory and listener-behaviour cards
+30%Active users after relaunch
+15%User retention
5Core flows unified
18 wkResearch to launch
Overview

One home for releases, royalties and merch.

Beatclap is where labels and artists manage their releases, catalogs, contracts and merchandise. Before the redesign, most of that work was spread across separate tools and done by hand.

Creating releases and splitting royalties were the two things the community asked for most. The old platform already had a shutdown date, which gave us a fixed deadline and a good reason to get the new version right the first time.

The brief sounded simpler than it was. Releasing music involves an unusual chain of steps, from metadata to scheduling to splits, and we had to turn that chain into a flow people could finish without errors and would be happy to come back to.

Beatclap release wizard on the Add Release details step, with metadata language, title and artist fields
Fig. 01: The release wizard, which walks artists through metadata, titles and contributors in seven steps.
Problem

The old flow was powerful but error-prone.

Metadata, release scheduling and royalty splits each lived in a different tool. A typo in one of them could come back later as a wrong payment or a release that never reached the stores.

Before I changed anything in the UI, I read what the community had already written in public: threads about failed uploads, royalty transfers nobody could explain, and support tickets that never got an answer. I grouped those complaints into a journey map. The same worry came up again and again. Artists could live with a long process, but they were afraid of submitting something they couldn't take back, and most of what I designed afterwards was a response to that.

People still wanted to get through it quickly, so I made the correct option the easiest one to pick and added a pause before anything that would be hard to undo.

“The process is overly complicated and filled with bugs… even after I finally managed to submit my release, I received no confirmation or timeline.”

An independent artist on a public forum. One of dozens of posts I grouped during research.
Solution

Five flows, built from the same parts.

I held every flow to the same rules. Ask for fewer decisions on each screen, tell people plainly what just happened, and reuse the same components so nothing has to be learned twice.

Catalog view with releases, artists and recent activity together
Mobile release creation across three phone screens, with metadata and track upload
Beatstore merch creation with colour selection, print options and live product previews
Label overview with release, artist and activity numbers for one label
Contracts table listing release and artist agreements with their payee splits
CATALOG

Simplified access to content

Releases, artists and recent activity sit on one page that's easy to scan, so nobody has to dig through menus to find a track.

RELEASE CREATION

Mobile-first, step-by-step

Releasing is split into short steps. You pick the asset type, add the metadata and upload your tracks, and it works the same on a phone as it does on a laptop.

BEATSTORE

Customisable merch creation

Artists design their own merch, choose colours and print options, and see a preview of the product while they work.

LABEL OVERVIEW

Key metrics, centralised

Labels get an overview of their releases, artists and recent activity, with the numbers they check most often one click away.

CONTRACTS

Royalty splits you can actually read

You can create and edit splits and assign terms and permissions without keeping a spreadsheet on the side to double-check them.

Design system

A small system that stays consistent.

I kept the token set small, made the components reusable and defined their states clearly, so the product could keep growing without each new screen looking slightly different from the last.

A standard set of layout grids and breakpoints kept design and build fast and consistent from small screens to 1920px+, while the component set carried one visual language across web and iOS.

Beatclap component library with insight cards, artist profiles, platform connections and colour tokens
Fig. 05a: Colour, type and the component library.
Responsive layout grid spec, from a 4-column fluid grid at XS to a 12-column fixed grid at XL
Fig. 05b: The grid, from 4 fluid columns at XS to 12 fixed columns at 1920px and up.
Button component set with severity, state and icon variants and a sizing spec
Fig. 05c: Buttons in every severity, state and icon variant, with their sizes.
Retrospective

We shipped before the old platform shut down.

The redesign launched before the deadline. In the months after the relaunch, active users went up 30% and retention went up 15%, and the thing the community had asked for most became the strongest part of the platform.

Take an unusual release process and make it easy to get right the first time.

What I took from it

I treated the constraints as part of the brief.

Looking at one constraint from a different angle kept opening ways around the others.

Don't redraw what already exists.

Knowing where existing design resources lived, and when to use them, saved a lot of time.

Bring content and engineering in on day one.

Having them in from the start kept the work whole and kept feasibility in check as we went.

Simple didn't mean fewer features.

It meant less complexity, and sometimes one more step. That step was worth it if the update felt intuitive and error-free.