What we Built

What we Built

An autonomous cricket training centre with multiple smart lanes,
each capable of delivering a structured training experience independently.

The experience flows across three touchpoints: website for membership, mobile app for booking, and lane app for session planning, all coming together inside the smart lane.

Why this product exists

Why this product exists

Gap in the Market

Gap in the Market

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.

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 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 & Positioning

Market Fit & Positioning

We studied similar experiences globally. Examples included Topgolf, Skillcorner, Playo and other tech-enabled sports venues.
A clear pattern emerged:

  • Most competitors leaned heavily into entertainment

  • Training, when present, was shallow or secondary

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.

What this really meant:

The product had to feel flexible like entertainment, but perform like serious training.

Users Groups (Personas)

Users Groups (Personas)

We mapped the different ways people would use the lane and the expectations they would bring with them. These use cases shaped what the system needed to support, both in experience and technology.

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

Century Cricket is not a single product. It is a connected system where hardware, software, and intelligence work together to deliver consistent training without constant human supervision.

How the System Comes Together

How the System Comes Together

Each component plays a specific role, but the experience only works when they operate as one.

Each component plays a specific role, but the experience only works when they operate as one.

Website

Website

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

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

Mobile App

Mobile App

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

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

Azure (Cloud Platform)

Azure (Cloud Platform)

Stores session data, supports analytics, and enables long-term performance tracking across locations.

Stores session data, supports analytics, and enables long-term performance tracking across locations.

Edge Device

Edge Device

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

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

Cameras

Cameras

High-speed cameras capture the ball from release to impact, forming the foundation for accurate trajectory analysis.

High-speed cameras capture the ball from release to impact, forming the foundation for accurate trajectory analysis.

Bat Sensor

Bat Sensor

A lightweight sensor that captures swing-related data without affecting natural batting movement.

A lightweight sensor that captures swing-related data without affecting natural batting movement.

Lane App

Lane App

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

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

Bowling Machine

Bowling Machine

Delivers consistent, repeatable bowling to support structured training and fair comparison across sessions.

Delivers consistent, repeatable bowling to support structured training and fair comparison across sessions.

Lane Display

Lane Display

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

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

Bat Sensor

Bat Sensor

Ball Tracking
Cameras

Ball Tracking
Cameras

Azure Cloud

Azure Cloud

Edge Server

Edge Server

Website

Mobile App

Lane App

Bowling
Machine

Bowling
Machine

LED Panel

LED Panel

My Role & Constrains

My Role & Constrains

My Role

My Role

I joined the project mid-way and focused on shaping the end-to-end experience across hardware, software, and the physical lane. My role was to bring clarity and usability to a technically complex system while working closely with engineering and operations.

Key Constraints

Key Constraints

  • Core hardware and system architecture were already defined

  • Real-time performance required most logic to run on the edge

  • The system had to operate reliably with minimal staff involvement

  • One experience needed to support both casual and serious players

How These Constraints Shaped the Design

How These Constraints Shaped the Design

These constraints pushed the product toward simplicity at the surface and complexity under the hood. The goal was to make advanced training feel approachable, while ensuring the system stayed fast, reliable, and repeatable in real-world conditions.

Experience design: before, during, after play

Experience design: before, during, after play

1. Website - Educate & Membership

1. Website - Educate & Membership

Website & Its Role

Website & Its Role

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.

Early Wireframes

Early Wireframes

These wireframes show how I initially structured the website to explain a complex product clearly. The focus at this stage was on content hierarchy, user flow, and reducing uncertainty around how the system works.

Final Website UI

Final Website UI

The final UI reflects learnings from early exploration and iteration. It balances clarity and confidence, presenting the product, technology, and membership options in a way that supports informed decision-making.

  1. Mobile App - Slot Booking & My Journey

  1. Mobile App - Slot Booking & My Journey

Mobile App & Its Role

Mobile App & Its Role

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.

Early Wireframes

Early Wireframes

These wireframes show how I explored booking flows, availability views, and session setup. The focus was on making slot selection fast and reducing friction before arriving at the centre.

Final Mobile App UI

Final Mobile App UI

The final UI is centered around booking clarity and reliability. Availability, slot duration, and session details are presented upfront so users can commit quickly and confidently. Secondary features such as session setup and performance review are intentionally kept out of the booking flow to avoid slowing users down, while still remaining easily accessible after play.

The final UI is centered around booking clarity and reliability. Availability, slot duration, and session details are presented upfront so users can commit quickly and confidently. Secondary features such as session setup and performance review are intentionally kept out of the booking flow to avoid slowing users down, while still remaining easily accessible after play.

  1. Lane App - Build slot and session

  1. Lane App - Build slot and session

Lane App & Its Role

Lane App & Its Role

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.

Early Wireframes

Early Wireframes

These wireframes show how I explored in-lane flows such as session start, player switching, and live feedback. The focus was on visibility, minimal interaction, and keeping attention on the game rather than the screen.

Final Lane App UI

Final Lane App UI

The final UI is designed for quick, glanceable interaction during active play.
Controls are intentionally minimal, key information is always visible, and transitions are optimized to avoid interrupting the rhythm of the session.
The interface supports both casual play and focused training without adding cognitive load inside the lane.

The final UI is designed for quick, glanceable interaction during active play.
Controls are intentionally minimal, key information is always visible, and transitions are optimized to avoid interrupting the rhythm of the session.
The interface supports both casual play and focused training without adding cognitive load inside the lane.

  1. Lane Display - Experience the simulation

  1. Lane Display - Experience the simulation

Lane Display & Its Role

Lane Display & Its Role

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.

Final Lane Display UI

Final Lane Display UI

The final UI emphasizes high contrast, large typography, and minimal visual noise. Only the most critical information is shown during active play, ensuring players can quickly interpret outcomes while staying engaged in the lane.

The final UI emphasizes high contrast, large typography, and minimal visual noise. Only the most critical information is shown during active play, ensuring players can quickly interpret outcomes while staying engaged in the lane.

Design System

Design System

Century Cricket spans mobile, web, in-lane screens, and physical environments. The design system was created to keep the experience consistent across these surfaces while allowing each one to behave differently based on context and constraints.

The system prioritizes clarity during active play, scalability across locations, and flexibility as new features and devices are added.

80+
Colors

80+
Colors

100+
Icons

4
Touch Points

4
Touch Points

40+
Typographies

40+
Typographies

100+
Components

4 Grids

4 Grids

3 Tier
System

3 Tier
System

Multi-Surface by Default

Multi-Surface by Default

Designed to work seamlessly across mobile apps, websites, lane displays, and operator interfaces.

Glanceable Under Play Conditions

Glanceable Under Play Conditions

Typography, color, and spacing are optimized for quick reading under motion, distance, and varied lighting.

Modular and Scalable

Modular and Scalable

Components are built to adapt across use cases, enabling faster iteration without fragmenting the experience.

Grounded in Real-World Use

Grounded in Real-World Use

Visual decisions account for physical constraints like screen placement, player movement, and on-ground operations.

Outcomes & learnings

Outcomes & learnings

Outcomes & Learnings

Outcomes & Learnings

  • 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

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.

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

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.

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

Clarity Drives Adoption

Reducing cognitive load before and during play helped users trust the system and engage with deeper features over time.

Reducing cognitive load before and during play helped users trust the system and engage with deeper features over time.

Constraints Improve Decisions

Constraints Improve Decisions

Working within hardware, performance, and operational limits led to simpler, more durable design choices.

Working within hardware, performance, and operational limits led to simpler, more durable design choices.

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