02MutinyX

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02 · Feb–Sep 2026 · 8 min read

Redesigning a creator app around the work that comes after yes

  • Figma
  • React Native
  • Next.js
  • HTML/CSS/JS
Role
Design + frontend
Designed both in full; built a few of v1's screens and about 40% of v2
Team
Me + my team lead
With Spotmies developers on version 1's build
Timeline
Feb–Sep 2026
Version 1 in Feb, version 2 in Aug–Sep
Problem
Lost after yes
Creators couldn't tell where or how to submit each deliverable
Outcome
v2 approved
Frontend signed off, now in testing
Platform
(opens in a new tab)
React Native, plus the Next.js website

The problem

MutinyX connects brands, agencies and creators for influencer marketing. Brands and agencies run campaigns from a desktop dashboard; creators use the app to find them, quote a price, submit their work and get paid. This is the creators' app, called Mutiny Talent until June.

Version 1 made finding a campaign and saying yes easy. What came after was harder: as soon as a brand asked for more than one deliverable, creators couldn't tell where each one went or what came next. The app that shipped had also drifted from the design. Creators complained to the client, and their complaints became the brief for version 2: the same premium design, built exactly as designed.

In February, my first big project at Spotmies, the client gave me a user flow, the logo and a few references, and asked for a premium, production-ready design. I designed about 35 screens in Figma over three days, from February 25 to 28, from signing up to getting paid: finding campaigns, negotiating a price, tracking the work, chats, the wallet and the profile. From early March, I built some of them in React Native (the opening and sign-in, the campaigns list, transactions and the profile), while my team lead and the Spotmies developers built the rest.

Covering the whole journey that fast got the product live, but it treated a campaign as one pipeline, and that's where it broke. By release, the build had also changed the design, even on the screens I'd built: what creators got wasn't what the client had approved.

In June, Mutiny Talent took the name of the brands' dashboard, MutinyX, so both sides now share one name. The client wanted a fresh app with the same premium feel, and this time built exactly as designed. From August 25, I had five days to redesign it, with these goals:

  1. Make every deliverable clearWhere it goes, what's next, and where it stands
  2. Stop asking creators to guess at a price the brand never set
  3. Get creators in with as little as a phone number
  4. Carry the new MutinyX brand
  5. Ship what was designed, by building the frontend screens myself

Every choice below had to fit these:

  1. Phones onlyThe app is for creators, while brands work in a separate desktop dashboard
  2. From the clientA user flow, the logo and a few references; the rest of the look was mine to set
  3. It had to feel premium and production-ready, not like a prototype
  4. Five days to redesign, then about a week to build the frontend screens
  5. The React Native architecture was already in place, so new flows had to fit it
  6. Creators' followers and data came from Instagram, so sign-in had to connect to it

The design of both versions is all mine. In version 1, I built a few screens, about 5% of the build; in version 2, I built its frontend screens, about 40% of the development, while the Spotmies developers handle the rest (it's still in production). Here's where my part ends and the others' begin:

  1. MineBoth versions' design in Figma, some of version 1's screens, the submissions flow (which I pitched), the opening animation, and version 2's frontend screens in React Native
  2. My team lead's, with the Spotmies developersThe rest of version 1's build and its release, the app's architecture, the Instagram connection, the backend, the brands' desktop dashboard, and version 2's testing and bug fixes
  3. The client'sThe user flow, the brand, and sign-off on every step
  4. Decided togetherDropping the price slider, and phone-number-only sign-in

The decisions

In version 1, a campaign had one progress timeline. A brand asking for two reels and a story still got one upload button, so creators couldn't tell which piece they were submitting, or what the brand had already approved.

In version 2, every deliverable sits in its own tab at the top of the submissions screen, with steps that fit what it is: a reel goes from script to work to proof of work, while a story or post goes from post to proof. Each step is reviewed and shows where it stands.

I pitched the flow to the client, then designed and built it once they approved. It adds a screen of tabs, but creators always know what's left.

Before: three pieces, one upload button, one timeline. Which piece moved it forward?

A campaign with two reels and a story, before and after.
Before: one pipeline per campaign.
After: a tab per deliverable, each step reviewed in turn.

Version 1 had a price slider that showed how your price changed your chances of being accepted. It looked helpful, but brands set one budget for a whole campaign, across nano, micro and mega creators, not a price per creator, so there was no honest number to put on it.

My team lead and the client decided to drop it, and I designed what replaced it: creators type their own quote, and the app only says whether it's within the brand's budget or above it. They lose the guidance of a suggested price, but they quote what they're worth instead of guessing what the brand wants.

Before: a price slider promising better or worse odds of acceptance, with no per-creator price behind them.

Quoting a price, before and after.
Before: a slider promising odds it couldn't know.
After: your own quote, within the brand's budget or above it.

Version 1 asked new creators for a name, email and phone before an OTP. The client wanted a phone number to be enough, so one field now does both: an existing creator gets an OTP and is in, and a new one adds a name and email, then connects Instagram so their followers come in by themselves (my team lead and the developers built that part).

Before: a name, an email and a phone number, then an OTP, to sign up.

Getting in, before and after.
Before: name, email and phone, then an OTP.
After: a phone number, then an OTP.

The craft

Version 1 opened on a rotating globe of faces, which looked good but didn't say what the app was for. The new opening does: find campaigns, find brands, find collaborations, find you, as campaign posters fly past.

I built it in HTML, CSS and JavaScript, with motion blur and haptics, and embedded it in the React Native app.

Version 1's opening, left, and version 2's, right.

With the rebrand, the client moved to a black logo: yellow on white had looked loud and cheap, not true to the brand. So the app went pure black (#000000), with the MutinyX yellow (#FACB03) kept for everything you can act on, and version 1's SF Pro gave way to General Sans. The tabs became Home, Explore, Chats and Submissions, and Explore split campaigns into public ones and the ones you're invited to, with filters for paid, barter and programs. I prototyped the moving parts in Figma before building them.

Colour

The MutinyX logo: Mutiny in near-black, and a yellow X
Picked from the logo
The action#FACB03Buttons, the quote field, and anything you can act on
The night#000000The page, behind everything
The mark#1A1A1AThe logo's wordmark

Type

General Sans, for version 2

SF Pro was version 1's

Shape

Buttons and fields fully round (50px); cards at 25px

The colours, type and shape behind version 2.

What happened

From September 9, I built version 2's frontend screens in about a week, matching the Figma screens with every animation and interaction tuned. My team lead checked and approved them; the Spotmies developers are now connecting the backend, testing and fixing bugs, and it's still in production.

Version 2 is in testing and no creators are on it yet, so there are no numbers to share. Once it's live, the first thing to watch is how many creators submit a deliverable on the first try.

Version 1, my first project, taught me how to turn a rough user flow into a prototype that could actually be built. It also taught me that a design can change on its way through development, and that the real test comes after launch: creators' feedback showed me where my flow was weak, and version 2 is the stronger, smoother flow that came out of it.

  1. What I learnedA design is only as good as what ships, which is why I built version 2's frontend screens myself
  2. What I'd changeHear from creators directly, not only through the client
  3. What I'd do nextOnce version 2 is live, watch how many creators submit on the first try

Also designed

For the June rebrand, I designed and built the MutinyX landing pages in Next.js: one for the network as a whole, one for creators, and a pair for brands and agencies that share a layout, with the micro-interactions designed and built together.