Stage 0-1 UX Research for AR in Collegiate Sports

This project addressed a major business risk: avoiding building  the wrong XR solution at launch and discovering hidden bottlenecks. The athletics program was ready to invest in AR hardware, but research showed the real problem was fragmented data infrastructure spread across six disconnected systems. Coaches did not need AR. They needed integrated, accessible information. The findings shifted the strategy, secured $250K in new funding, and prevented a costly misdirection before development began. 

Download Case Study

Role

UX Researcher, Institutional Review Board (IRB) Coordinator

Duration

Stage 0–1 Research 
4 sprints completed 

TEAM

Lead, System Architect, Systems Engineer, Software Engineer

TOOLS

OneNote, Word, Teams

Overview

Developed by ​the Georgia Tech Research Institute (GTRI) in collaboration with the Georgia Tech Athletics Association (GTAA), this AR solution integrates real-time data visualization into athletic training, transforming performance analysis and injury prevention.

Goals

As the UX Researcher and IRB Lead, I aimed to: 

  • Identify user needs and pain points in current training workflows
  • Evaluate AR/VR technologies for comfort, usability, and feasibility
  • Develop a user-centered vision for an integrated AR training system
  • Ensure ethical compliance through IRB coordination

Research Approach

Stage 0-1 UX Research Activities

  • Technology Evaluation: Compared Microsoft HoloLens 2 and Meta Quest 3 for comfort, usability, and known users' needs. (Kano Analysis)
  • Strategic Recommendation: Advocated for AR over VR based on stakeholders' feedback, users' needs, and environmental constraints.
  • SWOT Analysis: Identified strengths, weaknesses, opportunities, and threats related to hardware, data integration, and stakeholder alignment.
  • Industry Partners:  Researched out to leading AR industry partners to find the up-incoming technology to use during development.
  • IRB Coordination: Led efforts to ensure ethical compliance for human-centered research.
  • Ethnographic Interviews: Conducted deep user interviews with Georgia Tech football staff to understand behind-the-scenes workflows, pain points, and opportunities for AR integration. 

Interview Guides

Sample questions used during ethnographic interviews with GTAA staff. I designed overlapping questions to explore daily, weekly, and seasonal routines before diving into each participant’s area of expertise.
To ease tension, I introduced AR topics at the end of each interview. This helped participants who were apprehensive about speaking with me or uninterested in technology feel more comfortable sharing.
Each session ended with a referral: I asked who I should speak to next, and followed their recommendation to build trust and relevance in recruitment.

Preview Interview Guides

Key Insights

From the interviews and field observations, I uncovered critical pain points:

  • VR Limitations: Devices like Meta Quest 3 were bulky, uncomfortable for some users, is known to cause motion sickness in pilots, and is incompatible with athletic gear.
  • Tool Fragmentation: Staff used multiple disconnected systems, leading to inefficiencies and duplicated effort
  • Data Silos: Coaches lacked real-time access to biometric and performance data
  • Manual Workarounds: Time-consuming data entry and analysis consumed staff bandwidth
  • Hardware Limitations: Existing wearables were sometimes too fragile for student athletes
  • Communication Gaps: Researchers and athletics staff lacked a shared language and platform

4

sprints

6

stakeholder interviews

$250k+

incremental project funding

SWOT Analysis

Strengths

Diverse team experience and  skillset 

Direct access and full support of GTAA

Easier implementation and lower budget than VR 

Cross-domain athletic platform development 

Weaknesess

Missing tangible assets such as athletic sensors, devices/platforms/data 

Weaknesses in cybersecurity, data storage, and communication between researchers and the athletics department 

Needed upgrades in AR/VR hardware 

 

Opportunities

Expansion into other sports 

Ability to deliver what stakeholders specifically requested 

Incorporating human factors and AI elements 

   

Threats

Scheduling impacts related to IRB 

Dependency on a single manufacturer for AR glasses 

   

 

The "Aha!" Moment

Stakeholder #3
“We all want to be speaking the same language and reading out of the same book.”

This quote captured the core need for a unified, intuitive AMS interface that bridges departments and streamlines communication.

Design Direction

Based on research findings, the team pivoted towards:

  • AR-based HUDs integrated into helmet visors and smart glasses
  • A centralized Athletic Management System (AMS) with:
  • Color-coded performance and injury metrics
  • Real-time feedback and video playback
  • Integration with existing tools (Perch, Whoop, Catapult, etc.)
  • Mobile and desktop compatibility
  • Customizable dashboards for coaches and staff 

The prototype was developed by the software team using my research recommendations and presented in the stakeholder slide deck.

Impact

Actionable Insight

Stage 0-1 research uncovered critical pain points that directly informed the AMS prototype design.

Stakeholder Connectivity

Stakeholders responded enthusiastically to the demo

Business Goal

Resulted in $250K+ in incremental funding across four sprints

Strategic Direction

Validated the strategic value of UX research in early-stage innovation

Scalability

Our team is now positioned for future expansion into other sports and domains

Outcomes

Defined user requirements for coaching and other support staff

Informed hardware selection and system architecture

Established a foundation for iterative prototyping and usability testing

Created alignment across engineering, athletics, and compliance teams

Buzz Me

Whether it’s UX, wearables, or AR dreams, I’m all ears (and antennas).

Thank you! Your message has been sent.
Unable to send your message. Please fix errors then try again.