A Glimpse into the
sports world
Meet Leigh
Former professional soccer player turned skills trainer for the Vancouver White Caps FC, Leigh, discovered that the difference between the elite and average athletes lies in their cognitive ability to understand and shape the environment around them to make the right play. In his book “Preception,” Leigh details the different facets of developing these skills, leading to the founding idea for Preception.

Leigh (Middle)
My role
As the sole designer on the team, I had full ownership of the end-to-end design process. I worked cross-functionally with my engineers from the very beginning and partnered with Leigh to flesh out our core feature set.
1
Primary research
The team had conducted preliminary research before I joined. Therefore, I focused my efforts on synthesizing relevant insights.
2
Hardware dependencies
Because the product has a big hardware dependency, we encountered setbacks that would later influence feasibility.
3
User testing
Access to our target users was challenging to coordinate. Therefore I used guerrilla methods to carry out usability testing.

Experience and eye maturation of trainers has been the traditional form of measuring this type of data
Kevin Harmse,
Former MLS player, current SFU coach
Problem statement
Professional sports teams have difficulty making the mental aspect of their sport more tangible and actionable within their current training methods.
picking up
the pieces

Data gathering
First, I interviewed Leigh to understand his vision for the solution; I then proceeded to sort through relevant data from user research to get as much perspective as possible. Lastly, I performed secondary research to get more context of the market and business drivers.
View research board


Stakeholder interview notes
1
Metrics’ role in business
Data is a crucial leverage factor during contract negotiations, and this type of data was unquantifiable to help re-enforce a player's value.
2
Highly visual = easier to understand
In sports, visualization is key to understanding actions. Previous tools they used relied too heavily on text-heavy data or complex graphs.
3
Familiarity with video analysis
Players have dedicated time to review game film after training, but they lack further context without data to support what they're seeing.
Early challenges
While we had some good information, some gaps remained; resorting to employing a few assumptions helped us form a hypothesis for the right solution.
1
Our user's familiarity
with similar tools.
2
Integration with current
training workflow.
Hypothesis
If quantifying their awareness meant improving their performance, then presenting this in a clear and digestible manner will help inform their training regimens
Bringin' it in
1
Side-by-side video
and data analysis
Given our users' familiarity with video analysis, we felt it would be important to continue that familiarity and use data as a supporting actor.
2
Moment-to-moment logs
The hardware used will be tracking the players' movement and record key moments in time. This will then give a micro-level view of the player's awareness.
3
Data breakdown
Breaking down the data into primary KPIs based on the OODA loop will empower the player to understand what areas need improvement.

Leigh (Right), testing out our hardware

Designing the
familiar
Mapping existing
mental models
The Preception dashboard needed to handle seemingly complex data and present it familiarly. Leveraging my research insights, I began by examining comparative experiences in the market.

Competitive analysis and visual references
Translating ideas
to testable solutions
I began ideating concepts based on each solution proposition and competitive analysis. Our main objective was to simplify and contextualize data down to their primary key performance indicators.

Early wireframe concepts
Giving early-stage prototypes in my team’s hands reveals a few significant technical considerations as well as overall information architecture.

Leigh (Left) and lead engineer Taric (Right) during early prototype testing
Usability testing
Goal
Get alignment on feasibility
Evaluate information architecture
Questions
Can the user navigate to view a logged moment?
Does the timeline view provide enough affordance?

Iteration #1
Optimizing for affordance

Iteration #2
Refining information architecture

Usability outcomes
After conducting two rounds of moderated usability testing
20%
Improvement in task completion rate
17%
Improvement in task flow

empowering athletes
through simplicity
Data at a glance
Having the most up-to-date breakdown of your data allows the user to gather context around their performance.

Analyze key
moments
Paired with video review, key moments provides the player tangible information that can be used for future training.

Quick access
to film reviews
Having film sessions easily accessible is an integral part of maintaining engagement and allows discoverability to relevant content.

Impact
We've seen a promising improvement rate since testing out our MVP with a selection of professional and university-level teams. The product most notably improved player performance by 10%.