Sportal – Mobile Community Platform

Sportal is a mobile platform designed to reconnect young users with physical sports through digital engagement. Built as a capstone project in collaboration with Team Canada, Sportal combines social features, event planning, and community interaction to promote inclusive, barrier‑free participation in sport activities. My role encompassed research, ideation, interaction design, usability testing, and high‑fidelity prototyping, aiming to create a platform that motivates users to join and organize sports activities in their communities.

Client:

Team Canada (Worskhop Project at Sheridan College)

Role:

Product Designer, Ux researcher

Year:

2024

See Prototype

Sportal
Sportal
Sportal

Problem Statement


Young people (ages 18–30) are increasingly disengaged from physical sports, often due to lack of partners, access to facilities, and structured opportunities for play. This decline impacts both health outcomes and community connections.




Goal of the project


The goal of this project is to comprehensively investigate the multifaceted factors leading to the substantial decline in sports interest among the younger generations. The primary objective is to properly understand the root causes and intricacies associated with this decline, with the ultimate goal of formulating inclusive, barrier-free, and accessible solutions.



Design Objective


Create a digital sports platform that encourages discovery, participation, and community interaction around physical sports, removing barriers and fostering sustained engagement.




User Research


We conducted desk research and user interviews (10 participants) to understand motivations and obstacles impacting sports engagement.


Participant Criteria


My team and I carefully selected our interview candidates based on the following:


  • Young people between the ages 18-30 years. Any one above that age do not qualify to take the interview.


  • Young people within the age range (18-30 years) who are not actively participating in sports as this would help us find solutions to our questions.


  • Young people within the age range (18-30 years) who are willing to participate in the research interview.


Some Of The Interview Questions


  • What do you think about sports? What does sports mean to you?


  • What sports are you currently engaged in?

    • If none, Have you ever played sports? What factors contributes to your present lack of engagement


  • What motivates your participation in sport? How have your perspectives on sports changed throughout your life? What factors influenced any changes?


  • How does your daily routine impact your engagement in sports or physical activities?


  • Describe any difficulty you may have encountered in accessing sport participation opportunities.


  • Considering the cost of living in your area, how has it affected your ability to join sport programs or make use of sports facilities?


  • Do you believe that your level of knowledge in a certain sport limits your ability to participate in that sport? If so, how?


  • In what way do you believe technology could help you better enjoy and participate in sports?




Affinity Mapping




Research Findings


After analyzing the responses from our interviews, my team and I were able to come up with the following insights;


  • Most of the interviewee noted not having partners to play sports with, suggesting that the absence of a social component in sports participation can be a hindrance.


  • Barriers such as the high cost of equipment and limited access to sports facilities were mentioned.


  • The availability and accessibility of sports facilities are mentioned as limiting factors, especially in remote areas of the country.


  • There is an interest in learning new sports showcasing a willingness to engage in diverse physical activities in some participants.


  • Some participants noted the help of supportive communities in sports clubs they have had access to which indicates the positive impact of a community on the fitness journey.





High Level Ideation


Based on the insights, my team and I decided to explore the idea of a Social Sports Networking Platform:


  • Create a digital platform where individuals can connect with others in their area who share similar sports interests.


  • Users can find partners to play sports with, organize meet-ups, and join local sports clubs or teams.


  • Incorporate features such as messaging, event planning, and profiles to facilitate social connections.



User Persona






Final Solution (Sportal Mobile Application)


We aimed to transform the conventional perception that sports are only about competition. Instead, we strived to promote sports as a fun and engaging activity that people can enjoy as a natural part of their lifestyle.


Features of Sportal


  • Profile: Users will be guided through the process of creating their profiles. This step is important for enabling users to participate in and organize new games.


  • Preferences: The app will prompt users to answer a series of questions to determine their preferred games, skill level, and favorite playing environment. This information helps tailor the app experience.


  • Play: Users can join existing games matching their preferences and location. They also have the option to start their own game by specifying the sport type, number of players, time, and location.


  • Community: Users can explore feeds of sports-related content, share their own stories, and interact with others through likes and comments. It's a space for users to share their passion for sports.


  • Trainings: Users can join training sessions led by professional coaches. These sessions are available for various sports, and can be selected based on price per hour, location, and the level of the class.




User Flow


  • Brainstormed concepts for social match‑making and event creation

  • Mapped user journeys from onboarding to event participation

  • Prioritized the Play, Community, and Preferences flows

App home page with credit card and transactions
App home page with credit card and transactions
App home page with credit card and transactions
App home page with credit card and transactions

Information Architecture


  • Created low‑fidelity wireframes to validate structure

  • Iterated on features including onboarding, sport matching, and activity feeds






First Draft of Wireframes


We initially explored making improvement to the existing Team Canada Impact Agenda application. These wireframes represent the first draft of our initial idea.




Second Draft of Wireframes


Based on certain restrictions and ambiguities in the proposed changes, as well as suggestions from our professor, we concluded that it would be more beneficial, particularly from a user experience perspective, to develop a new standalone application. This led to the creation of the SPORTAL App.





Final Draft of Wireframes





Design System


  • Developed a visual design system aligned with Team Canada brand guidelines for typography and colors

  • Ensured consistency across screens and efficient collaboration

Card details screen
Card details screen
Card details screen

High Fidelity



App home screen with the latest transactions
App home screen with the latest transactions
App home screen with the latest transactions

User Testing and Feedbacks


We conducted two rounds of usability testing with both low‑ and high‑fidelity prototypes:

Positive Feedback:


  • Onboarding was intuitive and fast

  • Navigation felt straightforward

  • Community features improved social exploration


Areas for Improvement:


  • Color and theme desirability (interest in lighter modes)

  • Some labels and icons needed clarity

  • Participants wanted more variety in sports and deeper community engagement


All feedback was documented and used to refine interface elements, interaction patterns, and copy clarity.

Improvements (Importance/Difficulty Matrix)


After receiving feedback from our professor, testers, and Team Canada representatives, we created a matrix to organize and prioritize our tasks. Throughout the design process, we iterated and refined our design based on input from our professor and industry partner. Following the high-fidelity testing, we compiled feedback from user testing, our professor, and the industry partner.

We categorized this feedback into a matrix, prioritizing tasks based on their importance and difficulty. Given the time constraints, we focused on high-importance tasks that were easier to implement.


Outcome & Impact


While this project was academic, the work demonstrates strong user‑centered problem framing, research‑informed design decisions, and iteration based on testing feedback exactly the skills needed in product design roles.



Key Achievement


  • Designed a multi‑flow mobile app with onboarding, sport matching, community features, and event planning

  • Documented clear research insights that shaped the product direction

  • Built high‑fidelity designs and prototypes that validated core user journeys



Reflections & Learnings


  • Balancing social and functional priorities is key to product engagement

  • Iterative testing uncovers usability insights that aren’t obvious from wireframes alone

  • Collaborative workflows (team + stakeholders) improve design quality

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