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Product Design · UX/UI · Design Systems

Designing a Touring Platform Around Real-World Workflows

Tour management for people who actually tour. The Tour Management App is a web and mobile product that helps touring musicians plan tours, organize show information, and access what they need while on the road.

RoleProduct Designer, UX/UI & Design Systems
TeamTwo designers, fully collaborative; I led design
PlatformWeb + Mobile
StatusLive site · early access
Tour Management App marketing site: a 'many tools, much chaos' collage of notebooks, phone chats and printed riders, versus 'everything in one place' with a show-day dashboard preview
In active use on a live tour · early access

One product, two contexts: musicians plan the tour on web, and run the day on mobile.

  • Led product design end to end: UX, UI, and the design system.
  • Owned translating conversations with touring musicians into product decisions.
  • Two musicians and their manager are using it on tour now, and they're also our research users: their feedback feeds each iteration.
  • Two-person team, fully collaborative, working closely with engineering.

Early access. The marketing site is public, and the app is in active use by touring musicians on real tours. It's early access, not yet open to the public, so I can't share live product screens or detailed workflows here. This case study focuses on the product-design process, decisions, principles, and systems I can discuss publicly.

Everything a tour needs, scattered across a dozen tools

Touring involves much more than getting on stage. Musicians and the people working with them have to keep track of shows, venues, schedules, contacts, travel details, documents, and constantly changing information, often while moving from one city to another.

The app began with the idea of bringing that information into one place instead of relying on a mix of spreadsheets, email, messages, and disconnected tools.

I joined during ideation, while the team was still defining what the product should become. We established an initial functional skeleton first, giving us something tangible to evaluate and evolve. From there, my role was to turn that foundation into an experience built around how touring musicians actually work.

Spreadsheets Email Group texts Docs Calendars
One place for the whole tour

Designing With the People Who Tour

Touring musicians aren't just the target audience for the app. They actively inform how we're shaping the product. Two musicians and their manager are using it on tour right now, and those same people are who we design with: I work directly with them to understand how they plan tours, prepare for shows, move between venues, manage information, and use technology throughout the day.

Those conversations help uncover where the product matches their expectations, where it creates friction, and what needs to change. Rather than treating research, design, and development as separate phases, the product continues to evolve through this cycle as we learn more about how it fits into real touring situations.

These conversations aren't a final approval step. They feed directly into the next iteration. I was the one translating what users said into the product: the order of information, the visibility of an action, how much to show at a given moment, and how a workflow moves from one step to the next.

An ongoing loop, not a linear research-to-handoff process.

What those conversations shape
User journeysInformation hierarchyNavigationInteraction patternsContent priorityMobile behaviorUI hierarchy

The Product Design Challenge

The challenge isn't fitting a lot of tour information into an interface. It's deciding what someone needs, when they need it, and how quickly they need to get to it. A musician planning dates from a laptop has very different needs from the same musician backstage checking their phone before soundcheck.

01

Turning functionality into a coherent journey

The early skeleton established what the product could do, but functionality alone doesn't determine how someone should move through it. I worked through the relationships between tours, shows, schedules, information, and actions to make workflows easier to understand and navigate.

The question shifted from
What functionality exists?
to
What is the most natural way for a touring musician to accomplish this?
02

Designing for two different contexts

Planning at a desk and running a show from a phone are different jobs. The challenge was one shared product that adapts to each context, not a desktop app shrunk onto a phone.

03

Keeping an evolving product consistent

As the product grew across web and mobile, keeping the experience consistent between the two surfaces got harder. I leaned on familiar layouts, components, and interaction patterns so the product felt like one thing, and so users wouldn't have to relearn it when moving between devices.

Two Contexts, One Product

The same product language, designed for where each screen is actually used: planning at a desk on web, and quick access in the moment on mobile.

Web — Plan & Organize

Room and time for deeper work.

  • Full tour at a glance
  • Manage shows and details
  • Coordinate the team
  • Denser information, more control

Mobile — Check & Act

The one thing you need, fast.

  • What’s happening now
  • Quick access on the move
  • Show-day essentials
  • One clear thing at a time

Design Principles That Emerged

The shared reference that keeps a two-client, multi-audience product coherent.

Design for where the screen is used

Planning a tour at a desk and running a show from a phone are different contexts. Web supports deeper planning and denser information; mobile prioritizes immediacy, hierarchy, and quick access. They share a system without forcing identical interfaces.

Calm over loud

Touring already involves a lot of moving parts. Hierarchy, spacing, restrained color, and progressive disclosure help information-dense workflows feel manageable rather than like an enterprise admin tool.

Make visibility unmistakable

Tour information has different audiences. When something is private, shared, or public, the interface makes that clear so users understand who can see what they're working with.

Make trust boundaries visible

When actions touch sensitive information or external systems, the interface is explicit about what the app is, and isn't, doing. It shouldn't imply a permission or level of automation it can't actually provide.

One product, two clients

Web and mobile share the same product language, component vocabulary, and foundational decisions. Consistency doesn't mean identical. Users shouldn't have to relearn the product when moving between devices.

Not-enterprise

The app handles complex logistics, but it shouldn't feel like software imposed by an organization. It should feel like a tool a touring musician would actually choose to use.

UI Building Blocks

A sanitized look at the kind of UI foundations I design with: color and type choices, component states, and clear visibility levels. Illustrative, not the live product UI.

Color tokens
surface#FFFFFF
ink#10131A
muted#5B6472
line#E4E7EC
accent#2E6BFF
success#1E9E6A
warning#C9821A
critical#D14343
Type scale
Plan the tourDisplay · 30 / 800
Show dayTitle · 22 / 700
Soundcheck & settlementHeading · 16 / 700
Everything in one place, so nothing gets lost on the road.Body · 15 / 400
Load in · 3:00 PMLabel · 11 / 600
Components & states
Add show Advance Details Settle
The Fillmore
WebMobile
Visibility & status
Private Shared Public

Documentation That Evolves With the Product

The same principle extends to documentation. Instead of relying on static walkthroughs that go stale as the interface changes, our product manager auto-records the real product flows against the live application, so the documentation reflects what actually ships.

We review those recordings together as a team, and they double as a shared surface for catching bugs and inconsistencies. For me, watching the real flows closely, with a designer's eye on hierarchy, states, and cross-platform consistency, is a practical way to spot where the product has drifted from the design.

Auto-recorded flows The PM records real product flows against the live app, so docs reflect what ships.
Team review We watch the recordings together, using them as a shared review surface.
Catch inconsistencies Bugs and design drift get spotted and flagged before they ship.

What I Learned

Product design rarely follows a straight line

We didn't define every workflow, finish everything, and then build. The product, users, design, and technical work evolved together.

Context matters as much as tasks

The same touring musician has very different needs planning weeks ahead from a laptop versus finding one critical detail from their phone at a venue.

Consistency is designed, not assumed

Keeping a two-surface product feeling like one thing took deliberate reuse of familiar layouts, components, and patterns, so people never had to relearn it.

What I Can Share

Because the app is in early access and not yet open to the public, I can't show the live application, detailed product flows, or the full Figma files. What I can share is the thinking behind the product: how I work with touring musicians, how UX decisions evolve through iteration, how web and mobile are designed for different contexts, and how I keep the experience consistent across both.

In an interview, I can discuss the work in greater depth within the project's confidentiality constraints.

Request a walkthrough →

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