1% Athlete
UX/UI DESIGN
WEB DESIGN
MOBILE DESIGN
VISUAL DESIGN
An AI-powered digital platform designed to support athletes and their ecosystem. I led the UX/UI design for web and mobile, crafting an intuitive experience across performance tracking, multiple persona dashboard design, user flows, and athlete development tools translating a complex vision into a cohesive, visually engaging interface.



Industry
B2B / B2B2C Platform
Sports Technology
Health & Performance
Role
UX/UI DESIGNER
Responsibilities
UX Strategy
User Research
Dashboard Architecture
Visual Design
Prototyping
Systems Thinking
Stakeholder Collaboration
Tools
Figma
Miro
Adobe Creative Clouds
FigJam
Duration
December 16, 2024
to
Present
Project Overview
The One Percent Athlete was conceived as a 0 → 1 product, a new AI-powered ecosystem designed to support athletes and the communities around them. The goal was to create a unified platform where performance tracking, coaching collaboration, scheduling, and intelligent insights could live in one seamless experience. Rather than building a single-purpose tool, the platform needed to serve multiple user groups, each with distinct goals, permissions, and workflows — while remaining intuitive, scalable, and emotionally motivating for young athletes. My role was to translate this broad, evolving vision into a structured, usable product experience — defining how people would move through the platform, how information would be organized, and how complexity could feel simple.
Who were the users?
Athletes - Track progress, receive feedback, and stay motivated
Coaches - Manage athletes, input metrics, and collaborate
Admins - Oversee operations, assignments, and platform management
Parents - Monitor athlete development and engagement
Recruiters / Sponsors - Discover and evaluate athlete potential
Features
AI-driven performance insights and recommendations
Multi-role dashboards with personalized views
Dynamic performance metrics tracking
Cross-coach collaboration and shared notes
Session and facility booking systems
Multi-sport athlete support

Project Goals
1% Athlete: The primary goal was to design a platform that could support a complex, multi-role athlete ecosystem while remaining intuitive, motivating, and scalable. The experience needed to make advanced performance tracking and collaboration feel accessible to users with very different technical confidence levels.

Design Thinking Process
Design thinking is a hands-on, user-centered approach to problem solving that emphasizes understanding real user needs, exploring ideas through iteration, and refining solutions through feedback. This approach encourages innovation, helps uncover meaningful opportunities, and supports building experiences that are both intuitive and impactful. The design-thinking process is typically structured into five key phases: Empathize, Define, Ideate, Prototype, and Test, providing a flexible framework for navigating complex and evolving design challenges.
Empathize

Define

Ideate

Prototype

Test

Empathize
The empathize phase focuses on developing a deep understanding of users : their needs, motivations, behaviors, and challenges, to ensure solutions are grounded in real human experiences.
User Research: Gather qualitative and quantitative insights through interviews, observations, and stakeholder discussions.
1% Athlete: Engaged with founders, internal coaches, and early student users to understand coaching workflows, athlete motivations, and platform expectations across all user roles.
User Personas: Define representative user profiles to capture distinct goals and behaviors.
1% Athlete: Developed personas for athletes, coaches, parents, admins, and recruiters to clarify role-specific goals and technical comfort levels.
Empathy Mapping: Explore what users think, feel, say, and do to better understand emotional drivers.
1% Athlete: Mapped emotional and practical needs, from athlete motivation and parent reassurance to coach efficiency and admin oversight.
Journey Mapping: Visualize user interactions over time to identify pain points and opportunities.
1% Athlete: Outlined real-world coaching and athlete touchpoints to reveal where digital tools could reduce friction and improve collaboration.
Define
The define phase focuses on synthesizing user insights into a clear understanding of what problem the design should solve. This step reframes research findings into focused, actionable problem statements that guide ideation and decision-making.
Problem Statement: Summarize the core challenge from the user’s perspective.
1% Athlete: Define how to design a single platform that supports athletes, coaches, parents, admins, and recruiters, each with distinct needs, without overwhelming any user group.
Point of View (POV): Frame the problem into a specific, human-centered perspective.
1% Athlete: A multi-role sports performance platform must simplify complex data, collaboration, and scheduling so users of varying technical confidence can engage seamlessly.
How Might We (HMW) Questions: Generate opportunity-driven questions that inspire creative exploration.
1% Athlete:
How might we help coaches manage multiple athletes efficiently?
How might we make performance data intuitive for young athletes?
How might we enable meaningful collaboration across coaching specialties?
How might we keep parents informed without adding complexity?
Constraints & Considerations: Identify technical, business, and logistical limitations that shape the solution.
1% Athlete:
Building a 0 → 1 product with evolving requirements
Designing for future AI-driven features without overcommitting UI
Supporting multiple sports and metrics dynamically
Balancing rich functionality with usability simplicity
Ideate
The ideate phase focuses on exploring a wide range of possible solutions. This is where ideas are generated, challenged, and refined before committing to a specific direction.
Brainstorming: Generate diverse ideas without immediate constraints.
1% Athlete: Collaborated with founders and internal coaches to explore how performance tracking, athlete management, and collaboration could come together in one unified experience.
Sketching & Wireframing: Translate ideas into rough visual concepts to explore layout and interaction directions.
1% Athlete: Created early sketches and low-fidelity concepts to test different dashboard layouts, profile structures, and interaction patterns.
Divergent Thinking: Challenge assumptions and explore unconventional approaches.
1% Athlete: Explored multiple ways to visualize performance data and collaboration features before committing to a primary direction.
Collaboration: Work with stakeholders to expand, combine, and refine ideas before selecting directions to prototype.
1% Athlete: Worked closely with stakeholders to iterate on concepts, align priorities, and select the strongest ideas to move into prototyping.
Prototype
The prototype phase focuses on bringing ideas to life through tangible, testable representations. By creating and iterating on prototypes, design concepts can be evaluated, refined, and validated before moving into development.
Low-Fidelity Prototypes: Create quick, rough representations to explore layout, structure, and flow without heavy visual detail.
1% Athlete: Created early sketches and wireframes to test dashboard layouts, athlete profile structures, and navigation flows before committing to visual design.
High-Fidelity Prototypes: Develop polished, interactive designs that closely resemble the final product experience.
1% Athlete: Built interactive Figma prototypes for key experiences including coach dashboards, athlete profiles, metric entry, collaboration spaces, and scheduling tools.
Iterative Prototyping: Refine prototypes continuously based on feedback from users and stakeholders.
1% Athlete: Refined layouts, labeling, and information hierarchy based on feedback from internal coaches, early student users, and stakeholders.
Iterative Prototyping: Deliver a detailed, realistic prototype to align stakeholders and guide engineering implementation.
1% Athlete: Delivered polished, clickable prototypes and a supporting design system to align founders and engineers and prepare designs for implementation.
Test
The test phase focuses on evaluating prototypes with users and stakeholders to identify usability issues, validate assumptions, and refine solutions. Testing ensures the design meets real user needs before moving into development.
Usability Testing: Observe users interacting with prototypes to identify friction points and confusion.
1% Athlete: Conducted walkthroughs of interactive prototypes with internal coaches and early student users to evaluate navigation clarity and task completion flows.
Feedback Collection: Gather input from users and stakeholders to assess clarity, functionality, and experience.
1% Athlete: Collected input from founders, coaches, and stakeholders on dashboard structure, metric entry flows, and collaboration features.
Refinement & Iteration: Improve designs based on testing insights.
1% Athlete: Adjusted information hierarchy, simplified layouts, and improved labeling based on observed friction and feedback.
Validation of Solutions: Confirm that proposed solutions effectively address the defined problem.
1% Athlete: Aligned final prototype decisions with stakeholder expectations and real coaching workflows, ensuring the platform was ready to move toward development.

Constrains and Challenges
Designing a 0 → 1, AI-driven, multi-role platform came with evolving requirements, ambiguity, and system complexity. Below are key challenges encountered and how I addressed them through design decisions.
Challenge
Early requirements were broad and evolving, with no existing reference product or established workflows.
Solution
Translated abstract ideas into concrete user flows, wireframes, and prototypes to help stakeholders visualize possibilities and align on direction.
Challenge
The platform needed powerful functionality without overwhelming young athletes and non-technical parents.
Solution
Focused on progressive disclosure, clear hierarchy, and familiar interaction patterns to keep experiences approachable.
Challenge
AI-driven features and performance data structures were still being defined, making it difficult to design fixed interfaces.
Solution
Created flexible UI patterns and modular components that could adapt as AI capabilities evolved.
Challenge
Athletes, coaches, parents, admins, and recruiters all required different experiences within the same platform.
Solution
Designed role-based dashboards and permissions to ensure each user saw relevant content without unnecessary cognitive load.
Challenge
Founders, coaches, and engineers needed shared understanding of complex workflows.
Solution
Used high-fidelity prototypes and visual storytelling to bridge communication gaps and accelerate alignment.

[NEXT PROJECT]
Dwamu
View Project
1% Athlete
UX/UI DESIGN
WEB DESIGN
MOBILE DESIGN
VISUAL DESIGN
An AI-powered digital platform designed to support athletes and their ecosystem. I led the UX/UI design for web and mobile, crafting an intuitive experience across performance tracking, multiple persona dashboard design, user flows, and athlete development tools translating a complex vision into a cohesive, visually engaging interface.



Industry
B2B / B2B2C Platform
Sports Technology
Health & Performance
Role
UX/UI DESIGNER
Responsibilities
UX Strategy
User Research
Dashboard Architecture
Visual Design
Prototyping
Systems Thinking
Stakeholder Collaboration
Tools
Figma
Miro
Adobe Creative Clouds
FigJam
Duration
December 16, 2024
to
Present
Project Overview
The One Percent Athlete was conceived as a 0 → 1 product, a new AI-powered ecosystem designed to support athletes and the communities around them. The goal was to create a unified platform where performance tracking, coaching collaboration, scheduling, and intelligent insights could live in one seamless experience. Rather than building a single-purpose tool, the platform needed to serve multiple user groups, each with distinct goals, permissions, and workflows — while remaining intuitive, scalable, and emotionally motivating for young athletes. My role was to translate this broad, evolving vision into a structured, usable product experience — defining how people would move through the platform, how information would be organized, and how complexity could feel simple.
Who were the users?
Athletes - Track progress, receive feedback, and stay motivated
Coaches - Manage athletes, input metrics, and collaborate
Admins - Oversee operations, assignments, and platform management
Parents - Monitor athlete development and engagement
Recruiters / Sponsors - Discover and evaluate athlete potential
Features
AI-driven performance insights and recommendations
Multi-role dashboards with personalized views
Dynamic performance metrics tracking
Cross-coach collaboration and shared notes
Session and facility booking systems
Multi-sport athlete support

Project Goals
1% Athlete: The primary goal was to design a platform that could support a complex, multi-role athlete ecosystem while remaining intuitive, motivating, and scalable. The experience needed to make advanced performance tracking and collaboration feel accessible to users with very different technical confidence levels.

Design Thinking Process
Design thinking is a hands-on, user-centered approach to problem solving that emphasizes understanding real user needs, exploring ideas through iteration, and refining solutions through feedback. This approach encourages innovation, helps uncover meaningful opportunities, and supports building experiences that are both intuitive and impactful. The design-thinking process is typically structured into five key phases: Empathize, Define, Ideate, Prototype, and Test, providing a flexible framework for navigating complex and evolving design challenges.
Empathize

Define

Ideate

Prototype

Test

Empathize
The empathize phase focuses on developing a deep understanding of users : their needs, motivations, behaviors, and challenges, to ensure solutions are grounded in real human experiences.
User Research: Gather qualitative and quantitative insights through interviews, observations, and stakeholder discussions.
1% Athlete: Engaged with founders, internal coaches, and early student users to understand coaching workflows, athlete motivations, and platform expectations across all user roles.
User Personas: Define representative user profiles to capture distinct goals and behaviors.
1% Athlete: Developed personas for athletes, coaches, parents, admins, and recruiters to clarify role-specific goals and technical comfort levels.
Empathy Mapping: Explore what users think, feel, say, and do to better understand emotional drivers.
1% Athlete: Mapped emotional and practical needs, from athlete motivation and parent reassurance to coach efficiency and admin oversight.
Journey Mapping: Visualize user interactions over time to identify pain points and opportunities.
1% Athlete: Outlined real-world coaching and athlete touchpoints to reveal where digital tools could reduce friction and improve collaboration.
Define
The define phase focuses on synthesizing user insights into a clear understanding of what problem the design should solve. This step reframes research findings into focused, actionable problem statements that guide ideation and decision-making.
Problem Statement: Summarize the core challenge from the user’s perspective.
1% Athlete: Define how to design a single platform that supports athletes, coaches, parents, admins, and recruiters, each with distinct needs, without overwhelming any user group.
Point of View (POV): Frame the problem into a specific, human-centered perspective.
1% Athlete: A multi-role sports performance platform must simplify complex data, collaboration, and scheduling so users of varying technical confidence can engage seamlessly.
How Might We (HMW) Questions: Generate opportunity-driven questions that inspire creative exploration.
1% Athlete:
How might we help coaches manage multiple athletes efficiently?
How might we make performance data intuitive for young athletes?
How might we enable meaningful collaboration across coaching specialties?
How might we keep parents informed without adding complexity?
Constraints & Considerations: Identify technical, business, and logistical limitations that shape the solution.
1% Athlete:
Building a 0 → 1 product with evolving requirements
Designing for future AI-driven features without overcommitting UI
Supporting multiple sports and metrics dynamically
Balancing rich functionality with usability simplicity
Ideate
The ideate phase focuses on exploring a wide range of possible solutions. This is where ideas are generated, challenged, and refined before committing to a specific direction.
Brainstorming: Generate diverse ideas without immediate constraints.
1% Athlete: Collaborated with founders and internal coaches to explore how performance tracking, athlete management, and collaboration could come together in one unified experience.
Sketching & Wireframing: Translate ideas into rough visual concepts to explore layout and interaction directions.
1% Athlete: Created early sketches and low-fidelity concepts to test different dashboard layouts, profile structures, and interaction patterns.
Divergent Thinking: Challenge assumptions and explore unconventional approaches.
1% Athlete: Explored multiple ways to visualize performance data and collaboration features before committing to a primary direction.
Collaboration: Work with stakeholders to expand, combine, and refine ideas before selecting directions to prototype.
1% Athlete: Worked closely with stakeholders to iterate on concepts, align priorities, and select the strongest ideas to move into prototyping.
Prototype
The prototype phase focuses on bringing ideas to life through tangible, testable representations. By creating and iterating on prototypes, design concepts can be evaluated, refined, and validated before moving into development.
Low-Fidelity Prototypes: Create quick, rough representations to explore layout, structure, and flow without heavy visual detail.
1% Athlete: Created early sketches and wireframes to test dashboard layouts, athlete profile structures, and navigation flows before committing to visual design.
High-Fidelity Prototypes: Develop polished, interactive designs that closely resemble the final product experience.
1% Athlete: Built interactive Figma prototypes for key experiences including coach dashboards, athlete profiles, metric entry, collaboration spaces, and scheduling tools.
Iterative Prototyping: Refine prototypes continuously based on feedback from users and stakeholders.
1% Athlete: Refined layouts, labeling, and information hierarchy based on feedback from internal coaches, early student users, and stakeholders.
Iterative Prototyping: Deliver a detailed, realistic prototype to align stakeholders and guide engineering implementation.
1% Athlete: Delivered polished, clickable prototypes and a supporting design system to align founders and engineers and prepare designs for implementation.
Test
The test phase focuses on evaluating prototypes with users and stakeholders to identify usability issues, validate assumptions, and refine solutions. Testing ensures the design meets real user needs before moving into development.
Usability Testing: Observe users interacting with prototypes to identify friction points and confusion.
1% Athlete: Conducted walkthroughs of interactive prototypes with internal coaches and early student users to evaluate navigation clarity and task completion flows.
Feedback Collection: Gather input from users and stakeholders to assess clarity, functionality, and experience.
1% Athlete: Collected input from founders, coaches, and stakeholders on dashboard structure, metric entry flows, and collaboration features.
Refinement & Iteration: Improve designs based on testing insights.
1% Athlete: Adjusted information hierarchy, simplified layouts, and improved labeling based on observed friction and feedback.
Validation of Solutions: Confirm that proposed solutions effectively address the defined problem.
1% Athlete: Aligned final prototype decisions with stakeholder expectations and real coaching workflows, ensuring the platform was ready to move toward development.

Constrains and Challenges
Designing a 0 → 1, AI-driven, multi-role platform came with evolving requirements, ambiguity, and system complexity. Below are key challenges encountered and how I addressed them through design decisions.
Challenge
Early requirements were broad and evolving, with no existing reference product or established workflows.
Solution
Translated abstract ideas into concrete user flows, wireframes, and prototypes to help stakeholders visualize possibilities and align on direction.
Challenge
The platform needed powerful functionality without overwhelming young athletes and non-technical parents.
Solution
Focused on progressive disclosure, clear hierarchy, and familiar interaction patterns to keep experiences approachable.
Challenge
AI-driven features and performance data structures were still being defined, making it difficult to design fixed interfaces.
Solution
Created flexible UI patterns and modular components that could adapt as AI capabilities evolved.
Challenge
Athletes, coaches, parents, admins, and recruiters all required different experiences within the same platform.
Solution
Designed role-based dashboards and permissions to ensure each user saw relevant content without unnecessary cognitive load.
Challenge
Founders, coaches, and engineers needed shared understanding of complex workflows.
Solution
Used high-fidelity prototypes and visual storytelling to bridge communication gaps and accelerate alignment.

[NEXT PROJECT]
Dwamu
View Project
1% Athlete
UX/UI DESIGN
WEB DESIGN
MOBILE DESIGN
VISUAL DESIGN
An AI-powered digital platform designed to support athletes and their ecosystem. I led the UX/UI design for web and mobile, crafting an intuitive experience across performance tracking, multiple persona dashboard design, user flows, and athlete development tools translating a complex vision into a cohesive, visually engaging interface.



Industry
B2B / B2B2C Platform
Sports Technology
Health & Performance
Role
UX/UI DESIGNER
Responsibilities
UX Strategy
User Research
Dashboard Architecture
Visual Design
Prototyping
Systems Thinking
Stakeholder Collaboration
Tools
Figma
Miro
Adobe Creative Clouds
FigJam
Duration
December 16, 2024
to
Present
Project Overview
The One Percent Athlete was conceived as a 0 → 1 product, a new AI-powered ecosystem designed to support athletes and the communities around them. The goal was to create a unified platform where performance tracking, coaching collaboration, scheduling, and intelligent insights could live in one seamless experience. Rather than building a single-purpose tool, the platform needed to serve multiple user groups, each with distinct goals, permissions, and workflows — while remaining intuitive, scalable, and emotionally motivating for young athletes. My role was to translate this broad, evolving vision into a structured, usable product experience — defining how people would move through the platform, how information would be organized, and how complexity could feel simple.
Who were the users?
Athletes - Track progress, receive feedback, and stay motivated
Coaches - Manage athletes, input metrics, and collaborate
Admins - Oversee operations, assignments, and platform management
Parents - Monitor athlete development and engagement
Recruiters / Sponsors - Discover and evaluate athlete potential
Features
AI-driven performance insights and recommendations
Multi-role dashboards with personalized views
Dynamic performance metrics tracking
Cross-coach collaboration and shared notes
Session and facility booking systems
Multi-sport athlete support

Project Goals
1% Athlete: The primary goal was to design a platform that could support a complex, multi-role athlete ecosystem while remaining intuitive, motivating, and scalable. The experience needed to make advanced performance tracking and collaboration feel accessible to users with very different technical confidence levels.

Design Thinking Process
Design thinking is a hands-on, user-centered approach to problem solving that emphasizes understanding real user needs, exploring ideas through iteration, and refining solutions through feedback. This approach encourages innovation, helps uncover meaningful opportunities, and supports building experiences that are both intuitive and impactful. The design-thinking process is typically structured into five key phases: Empathize, Define, Ideate, Prototype, and Test, providing a flexible framework for navigating complex and evolving design challenges.
Empathize

Define

Ideate

Prototype

Test

Empathize
The empathize phase focuses on developing a deep understanding of users : their needs, motivations, behaviors, and challenges, to ensure solutions are grounded in real human experiences.
User Research: Gather qualitative and quantitative insights through interviews, observations, and stakeholder discussions.
1% Athlete: Engaged with founders, internal coaches, and early student users to understand coaching workflows, athlete motivations, and platform expectations across all user roles.
User Personas: Define representative user profiles to capture distinct goals and behaviors.
1% Athlete: Developed personas for athletes, coaches, parents, admins, and recruiters to clarify role-specific goals and technical comfort levels.
Empathy Mapping: Explore what users think, feel, say, and do to better understand emotional drivers.
1% Athlete: Mapped emotional and practical needs, from athlete motivation and parent reassurance to coach efficiency and admin oversight.
Journey Mapping: Visualize user interactions over time to identify pain points and opportunities.
1% Athlete: Outlined real-world coaching and athlete touchpoints to reveal where digital tools could reduce friction and improve collaboration.
Define
The define phase focuses on synthesizing user insights into a clear understanding of what problem the design should solve. This step reframes research findings into focused, actionable problem statements that guide ideation and decision-making.
Problem Statement: Summarize the core challenge from the user’s perspective.
1% Athlete: Define how to design a single platform that supports athletes, coaches, parents, admins, and recruiters, each with distinct needs, without overwhelming any user group.
Point of View (POV): Frame the problem into a specific, human-centered perspective.
1% Athlete: A multi-role sports performance platform must simplify complex data, collaboration, and scheduling so users of varying technical confidence can engage seamlessly.
How Might We (HMW) Questions: Generate opportunity-driven questions that inspire creative exploration.
1% Athlete:
How might we help coaches manage multiple athletes efficiently?
How might we make performance data intuitive for young athletes?
How might we enable meaningful collaboration across coaching specialties?
How might we keep parents informed without adding complexity?
Constraints & Considerations: Identify technical, business, and logistical limitations that shape the solution.
1% Athlete:
Building a 0 → 1 product with evolving requirements
Designing for future AI-driven features without overcommitting UI
Supporting multiple sports and metrics dynamically
Balancing rich functionality with usability simplicity
Ideate
The ideate phase focuses on exploring a wide range of possible solutions. This is where ideas are generated, challenged, and refined before committing to a specific direction.
Brainstorming: Generate diverse ideas without immediate constraints.
1% Athlete: Collaborated with founders and internal coaches to explore how performance tracking, athlete management, and collaboration could come together in one unified experience.
Sketching & Wireframing: Translate ideas into rough visual concepts to explore layout and interaction directions.
1% Athlete: Created early sketches and low-fidelity concepts to test different dashboard layouts, profile structures, and interaction patterns.
Divergent Thinking: Challenge assumptions and explore unconventional approaches.
1% Athlete: Explored multiple ways to visualize performance data and collaboration features before committing to a primary direction.
Collaboration: Work with stakeholders to expand, combine, and refine ideas before selecting directions to prototype.
1% Athlete: Worked closely with stakeholders to iterate on concepts, align priorities, and select the strongest ideas to move into prototyping.
Prototype
The prototype phase focuses on bringing ideas to life through tangible, testable representations. By creating and iterating on prototypes, design concepts can be evaluated, refined, and validated before moving into development.
Low-Fidelity Prototypes: Create quick, rough representations to explore layout, structure, and flow without heavy visual detail.
1% Athlete: Created early sketches and wireframes to test dashboard layouts, athlete profile structures, and navigation flows before committing to visual design.
High-Fidelity Prototypes: Develop polished, interactive designs that closely resemble the final product experience.
1% Athlete: Built interactive Figma prototypes for key experiences including coach dashboards, athlete profiles, metric entry, collaboration spaces, and scheduling tools.
Iterative Prototyping: Refine prototypes continuously based on feedback from users and stakeholders.
1% Athlete: Refined layouts, labeling, and information hierarchy based on feedback from internal coaches, early student users, and stakeholders.
Iterative Prototyping: Deliver a detailed, realistic prototype to align stakeholders and guide engineering implementation.
1% Athlete: Delivered polished, clickable prototypes and a supporting design system to align founders and engineers and prepare designs for implementation.
Test
The test phase focuses on evaluating prototypes with users and stakeholders to identify usability issues, validate assumptions, and refine solutions. Testing ensures the design meets real user needs before moving into development.
Usability Testing: Observe users interacting with prototypes to identify friction points and confusion.
1% Athlete: Conducted walkthroughs of interactive prototypes with internal coaches and early student users to evaluate navigation clarity and task completion flows.
Feedback Collection: Gather input from users and stakeholders to assess clarity, functionality, and experience.
1% Athlete: Collected input from founders, coaches, and stakeholders on dashboard structure, metric entry flows, and collaboration features.
Refinement & Iteration: Improve designs based on testing insights.
1% Athlete: Adjusted information hierarchy, simplified layouts, and improved labeling based on observed friction and feedback.
Validation of Solutions: Confirm that proposed solutions effectively address the defined problem.
1% Athlete: Aligned final prototype decisions with stakeholder expectations and real coaching workflows, ensuring the platform was ready to move toward development.

Constrains and Challenges
Designing a 0 → 1, AI-driven, multi-role platform came with evolving requirements, ambiguity, and system complexity. Below are key challenges encountered and how I addressed them through design decisions.
Challenge
Early requirements were broad and evolving, with no existing reference product or established workflows.
Solution
Translated abstract ideas into concrete user flows, wireframes, and prototypes to help stakeholders visualize possibilities and align on direction.
Challenge
The platform needed powerful functionality without overwhelming young athletes and non-technical parents.
Solution
Focused on progressive disclosure, clear hierarchy, and familiar interaction patterns to keep experiences approachable.
Challenge
AI-driven features and performance data structures were still being defined, making it difficult to design fixed interfaces.
Solution
Created flexible UI patterns and modular components that could adapt as AI capabilities evolved.
Challenge
Athletes, coaches, parents, admins, and recruiters all required different experiences within the same platform.
Solution
Designed role-based dashboards and permissions to ensure each user saw relevant content without unnecessary cognitive load.
Challenge
Founders, coaches, and engineers needed shared understanding of complex workflows.
Solution
Used high-fidelity prototypes and visual storytelling to bridge communication gaps and accelerate alignment.

[NEXT PROJECT]
Dwamu
View Project