Century Cricket - A Multi-Touchpoint Sports Tech System
A fully integrated ecosystem with 4 digital products working together:
Website, Mobile App, Lane App, and Lane Display.

Century Cricket - A Multi-Touchpoint Sports Tech System
A fully integrated ecosystem with 4 digital products working together:
Website, Mobile App, Lane App, and Lane Display.

Century Cricket - A Multi-Touchpoint Sports Tech System
A fully integrated ecosystem with 4 digital products working together:
Website, Mobile App, Lane App, and Lane Display.

The Product

Indoor Smart Cricket Lane

The Touch Points

Website, Mobile App and Lane App

The Vision

The Vision

Our client had a vision to build a smart cricket centre in USA

Our client had a vision to build a smart cricket centre in USA

  • The Client - Our client runs a successful cricket coaching program in Australia and wanted to expand the model to the US. Early discovery made one thing clear: the approach would not scale as-is.


  • The Market - In the US, players preferred flexible, self-paced practice over fixed schedules and coach-led sessions. Traditional cricket centres rely heavily on constant supervision, fixed batches, and manual oversight, a model that breaks down when demand is irregular and labor costs are high.

  • The Challenge - The real challenge was not cricket itself. It was delivering structured, high-quality training without requiring a coach to be present at all times.

Market Fit

Market Fit

We did an extensive research around the sports market and our positioning before starting.

We did an extensive research around the sports market and our positioning before starting.

  • The Study - We studied similar experiences globally. Examples included Topgolf, Skillcorner, Playo and other tech-enabled sports venues.


  • The Pattern - Most competitors leaned heavily into entertainment, Training, when present, was shallow or secondary

  • The Opportunity - That created an opportunity.



Instead of building a cricket-themed entertainment venue, we focused on measurable improvement and repeat training.
    This decision shaped every UX and UI choice that followed.

Mind Map

Mind Map

We began with a simple mind diagram to comprehend the client's requirements

We began with a simple mind diagram to comprehend the client's requirements

Users Groups

Users Groups

We started defining our targeted user group and started our research around it.

We started defining our targeted user group and started our research around it.

Friends Playing Together

Groups looking for competitive, social play with live scoring and instant feedback, without needing a coach or facilitator.

Families Training Together

Parents and children practicing side by side, balancing structured improvement with an experience that stays engaging.

Serious Individual Practice

Focused players training alone, using detailed ball tracking and session data to refine technique through repetition.

The System Overview

The System Overview

  • Website: Handles discovery, bookings, and account management outside the lane experience.

  • Mobile App: Used by players to create sessions, adjust settings, and review performance before and after play.

  • Azure (Cloud): Stores session data, supports analytics, and enables long-term performance tracking across locations.


  • Edge Device: Processes video and sensor data locally to deliver real-time ball tracking and instant feedback.

  • Ball Tracking Cameras: High-speed cameras capture the ball from release to impact, forming the foundation for accurate trajectory analysis.

  • Bat Sensor: A lightweight sensor that captures swing-related data without affecting natural batting movement.

  • Lane App: The in-lane control interface used to start sessions, display live feedback, and manage gameplay.



  • Bowling Machine: Delivers consistent, repeatable bowling to support structured training and fair comparison across sessions.

  • Lane Display: Shows live scores, trajectories, and outcomes at a glance without disrupting the flow of play.

Website - Educate & Membership

Website - Educate & Membership

The website is the first touchpoint for Century Cricket. It introduces the concept of automated training, explains how the lane works, and helps users decide whether the experience is right for them before their first visit.

The website is the first touchpoint for Century Cricket. It introduces the concept of automated training, explains how the lane works, and helps users decide whether the experience is right for them before their first visit.

User Flow

User Flow

Early Wireframes

Early Wireframes

Final Website UI

Final Website UI

Mobile App - Slot Booking

Mobile App - Slot Booking

The mobile app is the primary tool for booking lanes and managing sessions. Players use it to reserve time slots, configure sessions, and review performance outside the lane.

The mobile app is the primary tool for booking lanes and managing sessions. Players use it to reserve time slots, configure sessions, and review performance outside the lane.

User Flow

User Flow

Early Wireframes

Early Wireframes

Final Mobile App UI

Final Mobile App UI

  • Book Slots: Enables players to book and manage training slots while clearly communicating booking limits, availability, and renewal timelines.

  • User Profile: Handles onboarding, induction status, profiles, and membership access, ensuring players meet all requirements before entering the lane.

  • User Management: Allows players to invite guests or manage family members based on their selected membership plan.


  • My Journey: Stores and organizes every slot, session, and ball-by-ball video in My Journey for long-term progress review.


  • Slot Planning: Serves as the player’s control hub outside the lane, supporting preparation before training and reflection after each session.

Lane App - Build slot and session

Lane App - Build slot and session

The lane app is the primary interface used inside the cricket lane. It controls the session once play begins, coordinating gameplay, live feedback, and system state without requiring staff intervention.

The lane app is the primary interface used inside the cricket lane. It controls the session once play begins, coordinating gameplay, live feedback, and system state without requiring staff intervention.

User Flow

User Flow

Early Wireframes

Early Wireframes

Final Lane App UI

Final Lane App UI

  • Quick Start: Acts as the in-lane control interface, allowing players to start quickly or build custom sessions within their booked slot.

  • Controls: Enables precise control of the bowling machine, including speed, line, length, swing, and session structure.

  • Assigning sessions: Allows players to assign sessions to different participants and manage turn-taking during shared slots.


  • Play Back: Supports connecting and managing the bat sensor and toggling live visuals on the lane display.


  • Session Control: Manages the live training flow during play, including session timing, pauses, skips, and slot completion.

Lane Display - Experience the simulation

Lane Display - Experience the simulation

The lane display provides real-time visual feedback during play. It surfaces scores, ball trajectories, and outcomes at a glance, allowing players to stay informed without breaking focus or interrupting the flow of the game.

The lane display provides real-time visual feedback during play. It surfaces scores, ball trajectories, and outcomes at a glance, allowing players to stay informed without breaking focus or interrupting the flow of the game.

User Flow

User Flow

Final Lane Display UI

Final Lane Display UI

  • Real-time feedback: Shows ball trajectory, shot replay, and key delivery statistics during every ball.

  • Bowler simulation: Displays synchronized bowler videos to enhance realism and immersion while facing deliveries.

  • Session timing: Communicates countdowns between balls and sessions to maintain training rhythm and flow.


  • Engagement during downtime: Uses visuals and replays to keep players focused during machine cooldown periods.


  • Slot communication: Clearly indicates slot progress, end-of-slot warnings, and cleanup instructions.

Outcomes & Learnings

Outcomes & Learnings

Our client had a vision to build a smart cricket centre in USA

Our client had a vision to build a smart cricket centre in USA

Delivered

Delivered

  • Delivered a production-ready system that connects physical lanes, real-time tracking, and multiple applications into a single experience.


  • Enabled flexible, self-serve training without requiring constant coach or staff involvement.

  • Created an experience that works for families, casual groups, and serious players within the same lane.

  • Established a scalable foundation that can be replicated across centres and expanded with new features.

Key Learnings

Key Learnings

  • Designing Beyond Screens - Building for a physical space changed how design decisions were made. Latency, distance, lighting, and player movement mattered as much as layout and hierarchy.


  • Systems Thinking Is Non-Negotiable - Every design decision had downstream impact across hardware, software, and operations. Treating the product as a system, not an app, was essential.

  • Clarity Drives Adoption - Reducing cognitive load before and during play helped users trust the system and engage with deeper features over time.

  • Constraints Improve Decisions - Working within hardware, performance, and operational limits led to simpler, more durable design choices.

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