This site is temporarily private.

Back to work

Loco: Vertical Mobile Streaming  ·  Visit Loco →

Taking a desktop streaming platform into mobile IRL

Designing vertical mobile streaming for Loco: letting creators go live from a phone in a few taps, on a platform built entirely around desktop screen-share.

0 to 1 Competitive benchmarking Mobile-first Creator tools New market entry

Company

Loco

Role

Product Designer

Surfaces

Mobile app, Web viewing

Scope

MVP, phased launch

Loco is a premier Indian live-streaming and esports platform. Until this project, going live meant screen-sharing from a desktop, which worked for gaming but excluded an entire category of creator: the mobile-first, lifestyle, in-real-life streamer.

Key takeaway

Designed the MVP for vertical mobile streaming, a new content format on a platform built for horizontal desktop gaming. The hardest problem was not the camera, it was making a second format legible next to the existing one without fragmenting discovery for either.

Loco vertical mobile streaming viewer experience

Context

A gap that was costing creators and markets

Loco had no way for streamers to broadcast spontaneously from a phone, on a platform limited to desktop screen-share.

Mobile-first creators and lifestyle streamers had no route onto the platform at all, while Twitch, YouTube, and TikTok Live already offered mobile broadcasting. The exposure was concrete: creators leaving for platforms where going live was easier, audiences who consume on mobile never arriving, and the loss of the frequent, casual interactions that mobile streaming makes possible.

The timing mattered more than the feature gap. Loco was expanding into South Korea and the Philippines, where vertical mobile streaming is deeply ingrained in user behaviour. Platforms like AfreecaTV and Kumu built their positions on exactly this format, so arriving in those markets without it would have limited adoption from the start.

There was also a category shift underneath it. IRL content, meaning lifestyle, travel, and social interaction, was growing well beyond gaming, and that audience wants unfiltered and personality-driven rather than structured and produced.

No mobile broadcast capability at all
Two stream formats would now share one platform
MVP had to ship lean, on existing infrastructure
A new creator segment with different expectations

My role

Product Designer on a new content format

PLACEHOLDER: replace with your specific scope. Which flows did you own, who did you work with, and what were you accountable for?

The product requirements were owned by the PM. My work covered the design of the streamer and viewer experiences, the competitive benchmarking that informed them, and the decisions about how a second stream format would live alongside the existing one.

PLACEHOLDER: name the other people involved, for example the PM, engineering leads, and any other designers, and what you specifically drove.

Research

What the incumbents had already solved

Vertical mobile streaming is a mature pattern elsewhere, so the useful question was not what to build but what users already expect. I benchmarked the viewing and going-live experiences across the platforms this audience uses daily.

I structured the analysis around the moments where a new viewer either stays or leaves: discovery, entry, high energy moments, and the process of going live. Framing it by moment rather than by feature made the gaps comparable across very different products.

The entry moment turned out to be the most instructive. Across TikTok Live, BIGO, YouTube Live, and Twitch, the platforms that hold a new viewer answer three questions in the first few seconds: what is happening right now, whether the viewer can influence it, and whether they are arriving early, mid-way, or at the end. Without those signals, a viewer who lands mid-stream is simply confused, and confusion at entry is the cheapest churn there is.

Asset slot: benchmark analysis

A view of your own comparison framework, for example the moment-by-moment gap table. Use your own artifact rather than competitor screenshots, since a structured analysis you produced is stronger evidence than a grid of other people's apps, and avoids filling your portfolio with third-party UI.

Approach

What each constraint forced us to decide

The MVP had to be lean enough to ship fast while establishing a format the platform had never carried. Each constraint had a design response.

Constraint 01

Two formats, one platform

  • Made the visual distinction between vertical IRL and horizontal gaming streams explicit, so users could tell content types apart at a glance
  • Gave vertical streams a dedicated space on the mobile homepage rather than mixing them into the existing feed
  • Kept viewing available on both mobile and desktop, while broadcasting stayed mobile only

Constraint 02

Going live had to be near-frictionless

  • Designed a one-tap Go Live entry point placed prominently on the homepage
  • Kept setup to the minimum that still produces a discoverable stream: title, thumbnail, category, and language
  • Added a preview and countdown before broadcast, so creators see themselves before an audience does

Constraint 03

Ship lean on existing infrastructure

  • Reused Loco's existing chat, sticker, and monetization systems rather than building parallel ones
  • Held advanced capability such as co-streaming and scheduling for post-MVP, gated on adoption
  • Converted finished streams into VODs automatically, so a lean feature still produced lasting content

Constraint 04

A live social format needs safety from day one

  • Gave streamers a chat toggle, so they can control the environment during sensitive or focused streams
  • Let streamers appoint moderators with word blocking, mute, timeout, and delete controls
  • Gave viewers report and block, rather than relying on streamer-side moderation alone

The decision that mattered

Designing the empty states before the happy path

PLACEHOLDER: confirm this is the decision you would defend, or replace it with the one you would.

A swipe-based discovery feed only works when there is something to swipe to. At launch, a brand new format on an existing platform has almost no live content, which meant the failure states were the likely states, not the edge cases.

So the design had to answer what a viewer sees when they run out of live vertical streams, what the homepage shows when very few people are broadcasting, and what happens when a streamer's camera goes off or their connection drops mid-stream. Each of those got a designed answer: past streams with high viewership as fallback content, a clearly marked mix of live and recent, and a friendly placeholder with chat still active rather than a dead screen.

PLACEHOLDER: add the trade-off you accepted here, and how you argued for spending MVP time on empty and failure states rather than on more features.

The flow

From homepage to live in a few taps

The streamer journey was designed to remove every step that was not strictly necessary between the impulse to stream and being live.

  1. Go Live. A single entry point on the homepage, with permissions handled on first use.
  2. Stream setup. Title, thumbnail, category, and language, plus controls for mature content, chat, and moderators. Camera and mic toggles are available before anything goes out.
  3. Preview and countdown. The streamer sees exactly how they will appear, then a countdown gives them a moment to compose before broadcast.
  4. Live. Chat, viewer count, elapsed time, camera and mic controls, moderation, and stream sharing, all reachable without leaving the broadcast.
  5. Summary. A post-stream view of how the session performed, with sharing, and the stream saved as a VOD.

Asset slot: streamer flow screens

Screens for Go Live, stream setup, preview, countdown, live, and summary. Laid out in sequence these carry the section on their own, so this is the highest-value upload for this page.

Asset slot: viewer experience screens

Homepage vertical carousel, the live viewing screen with chat and stickers, and swipe-based discovery. Ideally include one empty or fallback state, since that is the decision the section above argues for.

Scope

A launch shaped in three phases

Rather than one large release, the feature was planned in phases so the lightest version could reach creators early and the heavier social mechanics could be justified by real adoption.

Phase 1

Solo streaming

One streamer, one camera. Go live, chat, stickers, moderation, and a stream summary. The lean core that proves creators want the format at all.

Phase 2

Guests, audio only

Multiple guests join by voice while the host stays on camera. Lowers the barrier to participation and enables the fan-call and talk-show formats these markets already expect.

Phase 3

Guests with video

Guests join on camera in a tiled layout with host moderation. Drives content variety, longer sessions, and creator cross-discovery.

Outcome

PLACEHOLDER: what actually happened

PLACEHOLDER: this section needs your real numbers or, if the feature has not launched, an honest statement of where it stands.

The success measures defined for the feature were: number of vertical streams created, viewer watch time and average session duration, unique streamers and viewers adopting the format, streamer revenue through stickers, retention and return visits, and the diversity of content categories beyond gaming.

PLACEHOLDER: replace with results against those measures. If the feature is unreleased or you left before launch, say so plainly. A case study that ends with "here is what we defined as success and here is where it stood when I handed it over" is credible. One that implies results it does not have is not.

What I learned

PLACEHOLDER: your honest reflection

PLACEHOLDER: two or three paragraphs in your own voice.

Prompts, in case they help. Designing a format the platform had never carried meant borrowing conventions from products your users already knew: how did you decide what to adopt and what to do differently? Did designing empty and failure states first prove correct once real content volume arrived? What would you change about how the two stream formats coexist?

The durable lesson

PLACEHOLDER: the one line you want remembered

One sentence that generalises past this project.