LET'S GRAB A MATCH!

READ FULL CASE STUDY

READ FULL CASE STUDY

Project Timeline:

Project Timeline:

August 2024 - April 2025

August 2024 - April 2025

Description:

Description:

“Let’s Grab a Match” is a UI/UX case study exploring how digital design guided by behavior change theory, gamification, and SDT can boost motivation, access, and sustained sports participation among Gen Z and millennials through user research and iterative prototyping.

PLEASE VIEW THIS PAGE ON A DESKTOP. MOBILE VERSION COMING SOON!

ROLE: (THE ONLY) UI UX DESIGNER

TIME: 6 MONTHS

My Contribution:

  • Secondary Research

  • Ideation

  • User Interviews

  • Thematic Analysis

  • UX/UI Design

  • Prototyping

  • User testing

Project Type:

Academic Capstone – UX Research & Interaction Design

Final deliverable videos

App Trailer (click to play):

Figma Prototype (click to play):

01. Motivation and problem

Statistics:

Only 27% people over the age of 18 participated in sports in 2024. Out of these, 83% participated in recreational sports.

Top 3 barriers:

  1. Logistical Challenges

  1. Lack of accessible information

  1. Reduced community engagement

The Problem:

Adults in Canada seem to give up playing sports after the age of 18. Further, when we wanted to play sports as newcomers to Canada, it was difficult to find people and spaces. This hampers the motivation and consistency in playing sports.

03. The design process

Double diamond

A diamond and a half

We used a simplified Double Diamond model, removing the 'Deliver' stage, since the thesis explored ideas rather than final solutions. This approach helped us understand the problem and explore possible directions.

'Exploring ways to help people play sports consistently'

04. Discover: Diary study

Purpose:

Real-world access & participation challenges

Scope:

7 sports, 20 km radius, 4-month study

Observed:

Booking, equipment, social setup

Venues:

Clubs, community centers, public parks

Badminton

2 players

Pre-owned equipment

Phone booking

Pickleball

4 players

Rental equipment

Online booking

Squash

2 players

Rental equipment

Drop-in

Table Tennis

2 players

Rental + pre-owned equipment

Drop-in

Golf

2 players + 2 met on-site

Rental equipment

Online booking

Lawn Bowling

2 players

Rental equipment

Free coaching clinic

Basketball

3 players + 4 met on-site

Pre-owned equipment

Drop-in

Badminton

2 players

Pre-owned equipment

Phone booking

Pickleball

4 players

Rental equipment

Online booking

Squash

2 players

Rental equipment

Drop-in

Table Tennis

2 players

Rental + pre-owned equipment

Drop-in

Golf

2 players + 2 met on-site

Rental equipment

Online booking

Lawn Bowling

2 players

Rental equipment

Free coaching clinic

Basketball

3 players + 4 met on-site

Pre-owned equipment

Drop-in

Badminton

2 players

Pre-owned equipment

Phone booking

Pickleball

4 players

Rental equipment

Online booking

Squash

2 players

Rental equipment

Drop-in

Table Tennis

2 players

Rental + pre-owned equipment

Drop-in

Golf

2 players + 2 met on-site

Rental equipment

Online booking

Lawn Bowling

2 players

Rental equipment

Free coaching clinic

Basketball

3 players + 4 met on-site

Pre-owned equipment

Drop-in

DIARY STUDY KEY LEARNING

There exist three levels of barriers:

Extrinsic: finding people, space and equipment

Intrinsic: consistency and motivation

Systemic: travel distance, time constraints, and cost of participating

05. Discover: User interviews

Assumption (before interviews):

People who want to play sports face logistical and motivational challenges. Those less interested choose easier activities due to less barriers.

Recruitment:

Posters at venues + Facebook & WhatsApp sports groups

Participants:

7 (Gen Z & Millennials, GTA residents, mix of casual & regular players)

Method:

Semi-structured interviews + Sports Motivation Scale-II survey

Analysis:

Thematic Analysis + Quantitative scoring

KEY FINDING: THEMATIC ANALYSIS

Motivation is highly individual. A sports community must cater to varied needs such as competition and skill-building to casual fun, injury recovery, or overcoming logistical hurdles.

KEY FINDING: QUANTITATIVE SCORE

Intrinsic motivation (engaging in sports for personal enjoyment, satisfaction, and self-improvement) scored the highest.

How might we design a sports community that caters to individual motivational needs of people while participating in sports?

06. Define: User personas

Name:

Naveen Singh, 37

Role:

Badminton Coach (100+ athletes students)

Goals:

• Create and manage athlete drills
• Track performance and timings
• Keep players motivated and progressing

Frustration:

Can’t track multiple athletes or prevent drill skipping

Quote:

"I bring out the optimum level of performance from each one."

Name:

Tanay Sawant, 25

Role:

Intermediate Badminton Player

Goals:

• Understand and improve performance
• Compete with peers and track progress
• Make practice drills more engaging

Pain Point:

Can’t train or evaluate progress independently

Quote:

"I feel motivated when my batchmates cheer me on"

Detailed View

Concise View

06. Define: Literature Review

We explored potential theories/applications through journals and scholarly research that are proven for providing individual and intrinsic motivation to play sports

Self-Determination Theory (SDT)

Solution must support choice, skill growth, and peer connection.

Gamification & Persuasive Design

Gamification should enhance, not undermine, intrinsic motivation.

Goal Setting

Users set flexible, trackable goals (e.g., “play twice a week”) that align with personal needs and resources.

06. Develop: Exploring directions

Hypothesis:

Scalable digital tools with persuasive design, gamification and autonomous goal setting might encourage people to sustain participation in sports.

To decide on a solution, we conducted an affinity mapping session and color coded to systematically evaluate the ideas.

Approaches to extrinsic problems

Approaches to intrinsic problems

Approaches to systemic problems

06. Develop: Persuasive design principles

Community

Diary study proved that a community helps solve logistical problems

Goal Setting

Allowing for individual goals and rewarding when achieved directly supports SDT

Positive reinforcement

Rewarding any effort with gamification improves motivation

06. Develop: Transforming design principles into features

Community:

Adding friends who play sports

Goal setting:

Choosing from pre-defined fun goals or achieving together with friends

Positive reinforcement:

Earning achievements for achieving set/unset goals

06. Develop: User Flow

06. Develop: Final Designs

Flow Screens

Wireframes

UI Design

The onboarding experience introduced users to the app’s core mechanics and experience the fun of physical play through "Trash Toss," a playful game using simple objects like a paper ball and a basket.

06. Learnings + What could have been done differently?

Defining solution

Learned how grounding digital interactions in real-world behaviors, especially with hardware products creates intuitive experiences. Observing physical actions helped me design flows that felt natural, not forced.

Narrowing down early

Instead of replicating existing tools, I broke down drills into their core components: actions, metadata, and dependencies. This let me reimagine drills from the ground up in a digital context ensuring flexibility and clarity in the UX.

Persuasive design

This was my first time conducting live user testing. Watching real users struggle with designs I had created was humbling. I saw firsthand how critical feedback drives better, more thoughtful design decisions.

More playfulness

Working closely with developers, the CEO, CTO, and visual designers taught me how to align multiple perspectives. I led design reviews and all-hands syncs, learned to manage expectations, and made inclusive collaboration part of the process.

06. Impact

I am also an explorer, builder

& curious about many things

I am also an explorer, builder

& curious about many things

I am also an explorer, builder

& curious about many things

Create a free website with Framer, the website builder loved by startups, designers and agencies.