UX.Design

Skills.lab

The world's most modern, interactive high-tech training system for soccer players with 360 ° projection, ball machines and player and ball tracking

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UX and UI design for the HUD of the 360 ° projection as well as for the software for controlling the training system

(2015-2016, in House, Anton Paar Sportstec GmbH)

My tasks

// Concept and design of the 360 ° skills.lab Arena HUD 

// Conception and design of the web-based system and training control

// Usability testing

// Close collaboration with the development team for faster iterating and testing
skillslab.jpg
Skillslab.jpg

Challenge

// No competition and reference products

// Complex technology in the prototype state

// Low UX budget

// Intuitive display of the training processes for the active player on a 360 ° interface

Process

1. Research

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// Personas, userneeds & user requirements

// Analysis of indirect competitors (e.g. computer games, sports simulators)

4. User Testing

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// Monthly usability tests with local soccer players and coaches

2. Konzeption

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// Testing hardware, performance and visibility for arena visualizations

 

// Concepts and drafts for arena management, training selection and data visualization  

 

// Search for an external partner for 3D visualization in the arena

5. Finales design

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// Continuous improvement of the design

 

// Adding new trainings

 

// Adding new arena assets

3. Protoyping

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// Continuous testing and improvement of the arena mockups and the interaction concepts and the design of the training software

6. Dev-Specs

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// Continuous development support, tests and design reviews

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The biggest challenge for everyone involved in the project was that no one had experience with this kind of complex technology. Individual parts of the system were constantly being added, removed or changed.

The biggest challenge for me as a UX designer was designing the arena graphics and animations.
Since players had to focus on the ball and the targets, the HUD couldn't be distracting, but it had to clearly communicate the next training task to the player at all times during the stressful and fast-paced training exercises. We approached this using the Lean UX principle of Build-Measure-Learn in rapid iterations. 
A typical day would look like us adjusting assets, animations or timings, putting on soccer boots, testing the training, and immediately making new adjustments. Once a month, external test users were brought in to evaluate progress.

Another challenge was the low UX budget, which is mainly reflected in the rudimentary design of the control software, as most of the attention was devoted to the Arena HUD. 
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What else is there?