Delivering a smarter training experience

Role
Lead Designer
Company
REPS
Tools
Figma
Platform
Mobile

Brief

REPS was preparing to launch the R1, a connected lacrosse ball that could measure throw speed and automatically capture training activity. I helped rethink the mobile experience around this new capability, integrating performance data into the existing app while creating new ways to encourage continued training.

Connecting the physical and digital experience

The R1 introduced something the existing REPS app had never had before — performance data generated automatically during practice.

But simply connecting a Bluetooth ball and displaying its measurements wasn’t enough. The app needed to turn that information into an experience that felt useful to athletes rather than a collection of numbers.

I focused on integrating R1 data naturally into the existing training experience, highlighting metrics like shot count, speed, workout history, and progress without making the hardware feel like a separate product.

The challenge wasn’t collecting more data. It was turning that data into something players could actually use.

Using competition to drive engagement

Tracking performance created an opportunity beyond measurement.

Lacrosse is competitive by nature, so I explored ways to use streaks, social activity, and player-to-player comparison to give athletes more reasons to return to the app.

Rather than gamifying training for its own sake, these features reinforced behaviors players already cared about — practicing consistently, improving, and seeing how they stacked up against others.

Giving players a reason to come back

Personal progress
‍
Can I improve on my own performance?

Consistency
‍
Can I keep my training streak going?

Competition
‍
How do my results compare with other players?

Community
‍
What are the people I train with accomplishing?

Together, these systems extended the value of REPS beyond simply checking the speed of a throw.

My Contribution

As the lead designer, I worked across the core mobile experience and the integration of REPS' first connected training product.

  • Defined how R1 performance data should fit into the existing training experience
  • Designed workout tracking, session summaries, and training history
  • Explored ways to use streaks, social activity, and competition to keep players engaged
  • Balanced new R1 functionality with the needs of users without connected hardware
  • Reworked navigation and information hierarchy across the app
  • Created reusable UI patterns and a design library to support future features

Business Impact

The redesign helped turn the R1 from a piece of connected hardware into part of a broader training ecosystem. By connecting performance data with progress, competition, and repeat training, the app could create value beyond the measurement of a single throw.

  • Strengthened the value of the R1 by connecting raw measurements to an ongoing training experience
  • Created additional opportunities for engagement through history, streaks, social activity, and competition
  • Preserved the experience for existing users rather than making connected hardware a requirement
  • Created a more flexible product foundation for future training metrics and connected features
Measuring the throw was the feature. Helping players improve was the product.

Key Takeaways

One of the most interesting parts of REPS was designing around a product that existed in both the physical and digital worlds.

The R1 could generate increasingly detailed performance data, but more information didn’t automatically create a better experience. The bigger opportunity was connecting that information to the things athletes already cared about: improving, practicing consistently, and competing with one another.

The project reinforced that a feature becomes much more valuable when it connects to a reason for people to keep using the product.