Project Overview

Coachable is a project idea started by two founders to make the ski racing experience more engaging for athletes and bring transparency for parents. Working with the team,  I conducted user research with local ski coaches to understand the core problems. I then designed a digital sports journal to make it easier for coaches to track and share the athlete’s performance and skill development.

VIEW PROTOTYPE
pw: coachable

role

Product Designer

TOOLS

Sketch, Invision, Zeplin,  ColorBrewer

TIMELINE

July 2018 - April 2019

DELIVERABLES

Interactive prototype
Branding and styling
UX insights

The Challenge

World-class athletes are using the latest technology to dominate at their sport but it hasn’t trickled down to improving the youth athlete experience. Coaches still use paper and spreadsheets to plan their day and athletes still get the typical pamphlet report cards.

How can we make the athlete experience more engaging for athletes and coaches?

The Outcome

Working to provide value to both athletes and coaches, we created a digital sports journal that focuses on holistic athlete development. Through effective communication and open transparency, athletes have a better understanding of their skill progression and how it connects to their mental health tracking.

Coaches create schedules

Tablet screen displaying Ski Racing Team 11's Practice #6 scheduling page with event details, drill list, schedule builder, and drill details including an inside arm drive drill illustrated with skier image.

Athletes prepare for practices

Tablet screen displaying Ski Racing Team 11 event page for Practice #6 on January 27, 2019, showing event details, annual plan focus, practice skills, schedule list with drills, and drill details with skier photo.

Athletes and their parents can track the progress

Tablet screen showing Robert's Ski Racing Team 11 profile with bio, stats, goals, ski runs, volume pie chart, end of day rating graph, virtues bar chart, and personal insights line graph.

Research

As someone who’s never taken part in ski racing, research was very important to understand the friction spots and frustrating parts of a coach's day.

interviews

Interviewing different coaches, the typical day for athletes and coaches was mapped out. We highlighted the pain points to identify the problem spaces we can focus into. Some questions we asked coaches and ourselves were:

How could we make the weekly process better for athletes?
What information do athletes want to know about their skills?
How can we support them to further their progress?

Discovering pain points

  • Lack of awareness in skill progress
  • Template drills are not personalized
  • Limited time for coaches to talk to athletes individually
Whiteboard with red handwriting outlining 'Normal Day - Student' activities and pain points, including meeting at bottom of hill, coaching plan, demo, drill until lunch, video watching, and issues like attendance, unclear tasks, and downtime.

competition

Evaluating the competitive landscape, we discovered several tools already in the market focusing on video analysis, team management and coach training. Discussing our main goal as I outlined above, we saw the lack of tools focusing on youth athletes as an opportunity to empower the coach-athlete relationship as they work towards a common goal.

Similiar products in the market

Video Analysis focused
Hudl company logo with connected orange shapes forming a circle to the left of the word 'hudl' in bold gray letters.
Team Management focused
TeamSnap logo with an orange circle containing a white asterisk followed by the text 'teamsNAP'.
Event Communication focused
SkiClubPro logo with a white eight-pointed star inside a blue circle to the left of the text.

insights

From our research, I was getting familiar with the weekly routine of coaches and the organizational structure of the ski clubs that operate these ski racing teams. The head coach plans out the full season at the beginning of the year, creates an annual plan and hires seasonal coaches. Many coaches are university students/young adults who only work on the weekends part-time and weren’t involved in the planning process like senior coaches.

Many junior coaches are not involved in the planning process

Listening to the coaches share their experiences, I learned about the tools they used. Ranging from excel to simply pen and paper, coaches would create a rough schedule ahead of time while others might just go through a standard set of drills that they are most familiar with.

It’s time consuming to create practices that align with the annual plan and match the skill level of the current set of athletes

Design

Addressing the initial question, how can we make the athlete experience more engaging for athletes and coaches? From the research completed above and the insights I gained, we concluded the foundation of the athlete experience starts with having a better practice session and creating a schedule builder was the first step.

Benefits of a digital tool to create practice schedules:
  • Allow coaches to adhere to the annual plan even if they weren’t a part of the initial planning process
  • Provide more variety into the practice sessions with less planning and effort
  • Update athletes on the schedule outline ahead of time so they can prepare throughout the week

Evolving the design on top of the schedule builder, we listed the rest of the user needs and mapped out the major product features that would provide immediate value for a digital sports journal.

Mapping out the major product features

Whiteboard with color-coded sticky notes outlining product features: Content/Resource Library, Coach Development, Parent Awareness, Athlete Coach Connection, Athlete Holistic Development, and their connections to Event Schedule Builder, Athlete Profile, Resource Library for coaches and athletes, and Dashboard for HC, coach, athlete, and parent.

The athlete profile was the next natural development. As more practices get completed, through their attendance the athlete’s skill development can be tracked. We also fleshed out how athletes can practice their mental health skills through journaling creating a rich athlete profile linking their emotional state to their physical performance. This case study doesn’t go into detail for the athlete profile but I wanted to share the thought process of how everything fits together.

Lastly, the resource library would serve as the knowledge bank to help athletes understand proper form and mental exercises through tutorial videos. These videos would also be linked to drills and visible in the schedule builder.

sketching

Exploring multiple ways on how to ideate on this problem, many user flows were created and continually refined to understand the essential steps through the journey of a practice from beginning to end.

Mapping out the user flow for events

Handwritten notes and sketches outlining a schedule builder for drills and events, with steps: create event, fill in event details, select drills, view drill details, and fill in event notes.

As the user flows transitioned into sketching, the constraints and trade-offs were becoming more clear. Walking through my early sketches with team members, many questions rose up about the functionality that we want to offer. Design is inherently an iterative process and sketching it out helped me refine how to design a workflow that sets out to solve our original problem of athlete engagement.

Creating a new practice schedule

  • How should athlete feedback be given
  • How coaches can add drills to schedule builder
Hand-drawn sketch of a sports coaching app layout showing athlete feedback form with ratings for nutrition and team spirit, and a schedule screen with exercises for warm-up and main drills.

Content for the athlete profile

  • Stats for athletes and parents
  • What to show in an athlete assessment
Handwritten sketches showing notes on stats and assessments including structured vs free, radar graph, full details, coach's notes, and comparison with previous year, alongside a full assessment layout with scoring columns for current and previous scores and comments section.

Usability testing

Hand holding a pink sticky note that says 'Run a usability test' in front of a wall with eight other pink sticky notes labeled with user research methods.
Photo by David Travis on Unsplash

Taking my sketch drawings, I created wireframes in Sketch and used Invision to make a clickable prototype to test with users. Learning from my previous projects, I prepared 2 task scenarios and an introduction script to make sure that my users are well-informed and comfortable.

In order to get a wider scope of feedback, I reached out to different people across sporting roles such as ski coaches, football coaches, sports administrators, etc. We were working with a few coaches early on and they understood the future product vision. Their advice and feedback was constructive to help shape the product through the various iterations. In contrast, testing it with coaches and athletes who had never heard of Coachable beforehand helped uncover holes and discover flaws that we hadn’t discovered before.

2 major findings from usability testing
  1. The homepage could be improved to show the important information first
  2. Schedules needed more flexibility to search and add drills

1. Improve the homepage

Observing users navigate the screens and listening to their feedback, I noticed many users asked about the initial user experience when they first log in and what they see.

A long lists of words without context isn't very helpful to gather insights quickly

Coaches wanted to have a quick overview and understand happened differently that day
Team homepage interface showing navigation tabs for Events, Annual Plan, and Resource Library, a search bar, filter buttons, and detailed practice schedule including warmup, main, and cooldown activities, general feedback, athlete feedback ratings table, and checkboxes for Coach and Athlete roles.
To improve the layout, I focused on understanding what information is important.

Using visual hierarchy to prioritize what is seen first
Ski Racing Team 11 practice report for March 5th, 2019, with location, journal questions, annual plan focus, athlete and team feedback, skill breakdown and team scores graphs, and a detailed warmup and cooldown schedule.

2. Add flexibility to the schedule builder

Designing the schedule builder involved a lot of brainstorming and talking to users on the struggles they faced. A crucial piece of feedback really helped improve the schedule builder when one of the users had asked “How do I see the drill details for a suggested drill?” and I was stumped.

This was a big learning moment to really understand why designers need to get feedback from their users.

Workout schedule interface with sections for Warmup, Main, and Cooldown; main section shows an Inside Arm Drive exercise with time, discipline, and tags; right side lists suggested drills with tags and a note that drill details can't be viewed until added to schedule.

Testing with users, listening to their feedback and finding the missing gaps in your design is an essential part of the design process. When creating a new design, I wanted to give users more control while keeping the user flow consistent with the rest of the app.

  1. Search for any drill
  2. Quickly identify whether it’s a suggested or favourites drill
  3. Easily add it to their schedule
User interface displaying a drill library with search and filter options, a schedule area with warmup, activation with Inside Arm Drive drill of 45 minutes, and cooldown sections, alongside detailed drill information including video, description, and notes on Inside Arm Drive.

Looking at the big picture

Talking with various coaches/instructors and watching them use the prototype was immensely useful in calibrating ourselves to the user’s needs. The goal here wasn’t to create a pretty design but rather help utilize the free time coaches have to improve the athlete experience.

The main interactions between coaches and athletes is when they are getting ready and putting on their gear. As designers, we need to not just think about the interface but the holistic experience of how this product will be used in its environment.

Thinking about the bigger picture of how Coachable can fit into the ski racing environment, what we ultimately want to create is a positive feedback loop that benefits coaches and athletes.

hover/tap to see the effect

Feedback loop diagram showing athletes' behavior change leads to increased on-field confidence, which increases coach feedback, making athletes more interested in the sport and increasing engagement.Diagram showing a feedback loop where detailed, non-judgmental feedback creates a safe environment that leads to more feedback sharing, motivating athletes who become more coachable, resulting in increased engagement in the sport.

Final Results

Going through the UX process with the Coachable team, we identified the missing gap in the current team engagement applications and created a user experience that puts the athlete first.

Building this professional prototype, they now had a visual aid to show potential clients/investors to explain their vision. And more importantly, a clear blueprint of what their product should do and how users will interact with it.

VIEW PROTOTYPE
pw: coachable

Key Takeaways

Working on this project with the Coachable team has been an invaluable experience for me. I designed a product end-to-end and learned some new things along the way including data visualization principles and color theory. Here are my biggest takeaways.

  1. Getting the right feedback at every stage is critical
    Start with focus on the problem and end with focus on the execution
  2. Every domain has its own nuances that you need to understand.
    For ski racing, it was the limited face-to-face interaction of coaches and athletes
  3. Focus on value creation and the rest will fall in place
    As a designer, it's easy to lose focus while considering all the different options you can take. Prioritizing the features that add value and keeping it simple is important.

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