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

  1. 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.

  1. 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

  1. 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.

  1. 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.

  1. 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

  1. 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.

  1. 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

  1. 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.

  1. 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.

  1. 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

  1. 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.

  1. 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

  1. 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.

  1. 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.

  1. 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