The image features the word 'Rally!' written in bold, cursive, blue text on a black background.

Players making better players.

Rally is a mobile app designed to support recreational adult athletes by driving skill development through peer recognition and creating connections through shared competitive interests.

Role: UX researcher & UI designer
timeline: 7 months
responsibilities: Research → synthesis → design → testing → branding → handoff
Tools: figma, loom, visual electric, claude

Smartphone displaying a tennis app interface over a basket of yellow tennis balls.

The cultural shift:

rec sports are becoming more competitive & technical.

increasing motivation towards competition & skill development.

The main issue:

Recreational sports bring in players from widely different skill levels.

as skill development becomes a priority, the gap between players doesn’t just exist. it becomes harder to cross.

the players:

A young woman in athletic clothing standing on a tennis court, holding a tennis ball in her right hand and resting her left hand on her head, with a tennis racket over her shoulder. She is dressed in white sneakers, white socks, black leggings, and a black jacket. Behind her is a green fence and apartment buildings, with a clear blue sky.

the lower-level players

  • ‘open play’ regular

  • New to/re-engaging with a sport

  • lacking technical skills

  • middle school level

key challenges:

  • players want to progress in skill, but there’s no easy way to find help

  • affordability is a major factor for adult athletes seeking lessons

  • current social options don’t promote local opportunities

A male tennis player is in the act of serving a ball on an outdoor tennis court with a green surface. He is wearing a black shirt, black shorts, white tennis shoes, a white wristband on his right wrist, and a grey cap. The tennis ball is mid-air near the top left corner of the image, and his shadow is cast on the court.

the higher-level players

  • plays tournaments, club, competitive leagues

  • deeply familiar with sport

  • developed technical skills

  • varsity high school, collegiate level

key challenges:

  • unwilling to help unless given financial incentives.

The initial Hypothesis:

How can rec athletes successfully discover affordable opportunities, in order to overcome skill plateaus and progress to higher levels of play?

key research findings:

user interviews revealed 3 insights that challenged initial assumptions:

mapping patterns from user interviews

A detailed infographic with sections labeled 'Adv Player Experience' and 'Lower Level Player Thresholds' and 'Lower Level Player Experience,' featuring various connected charts and sticky notes in different colors, discussing player engagement, feedback, and self-initiation in sports or gaming.

defining the users:

specifying scenarios into personas

*Persona visuals generated to represent behavioral archetypes based on interview synthesis.

Young man standing outside a tennis court watching a doubles tennis match.

ambitious newcomer

  • Beginner–Intermediate

  • motivated to improve quickly

  • Needs targeted, actionable feedback to improve

  • seeks access to higher-level competition

Two men with tennis backpacks on a tennis court, looking at their phones near a chain-link fence, with a tennis court and other players in the background at sunset.

selective competitor

  • Advanced–competitive levels

  • desires a stronger competitive pool

  • avoids low-skill environments

  • open to helping others - if buy-in is low committment

the real user gap:

why the gap exists

ambitious newcomers →

lack visibility into higher-level networks without an invitation.

“I want to be asked to play on a league team or be good enough for people to be like, ‘Oh! Her!’” - atira f.

Selective competitors →

Avoid open play due to inconsistent skill levels.

“A lot of advanced players don’t go to open gyms…, It only allows for a very select few who get called to play up.” - Justin H.

key insight:

This wasn’t a training problem.

It was a matchmaking problem.

revised approach:

How might we create low commitment, high-value interactions between less and more experienced players through peer feedback + clear goals + shared competitive interest?

from insight to product

introducing rally

A mobile platform that helps emerging players earn access to stronger competition through feedback, reputation, and shared goals.

A digital presentation slide showing a mobile app interface on a smartphone with a blue and white background. The app profile shows a young male athlete named Kevin Pacquiao, age 29, from Redmond, OR, with various sports activity stats and rally partners. The right side of the slide contains text explaining the concept of rally as a support app for adult athletes, featuring images of athletes playing volleyball, tennis, badminton, and other sports.

1. discover local players

See who’s available for daily play, special event preparation, and potential teammates.

2. Build trust & Credibility

Earn endorsements, see trusted partner connections.

3. Unlock a wider network

Use filters and reputation signals to access a stronger and wider pool of competition.

how rally works

early user validation

80% of tested users

found Rally faster and easier for making player connections than Meetup, WhatsApp, or Facebook.

traditional open play:

  • random skill levels

  • no visibility to growth

  • hard to break into social networks

  • stronger players avoid lower level play

with rally:

  • targeted matchmaking

  • credibility signals

  • clear upward paths

  • low-friction contribution

EARLY SIGNALS SUGGESTED STRONGER MATCH QUALITY, LOWER COORDINATION FRICTION, AND BETTER NETWORK ACCESS.

A man playing beach volleyball, seen from behind, with a volleyball in motion and other players in the background on a sandy beach during sunset.

“THIS GIVES YOU A CLEAR IDEA OF WHERE THEIR LEVEL IS AT. you have feedback.”

Beginner–Intermediate Volleyball Player

Two smiling people standing behind a fence at a pickleball court, both making peace signs with their hands. The woman on the left has long brown hair, sunglasses, and is wearing a dark shirt. The man on the right is wearing a black cap, sunglasses, a basketball jersey, and holding a paddle. In the background, other players and palm trees are visible.

“I’D BE PLAYING A LOT MORE AND IT’D BE EASIER TO ORGANIZE.”

Advanced Volleyball + Tennis Player

Two young men standing by a tennis court fence, looking at a smartphone together, smiling and engaged in conversation on a sunny day.

“it’s plug and play. It would be easier to meet up with people.”

Multi-sport Recreational Player

next steps I’d test:

  • which filters improve growth quality

  • whether “easier coordination” actually increases repeat player connections?

  • which trust signals matter most in social community formats?

KEY takeaways

the challenge wasn’t creating access; it was creating value.

RALLY REFRAMED An access/progression PROBLEM AS A trust/value PROBLEM —
HELPING AMBITIOUS NEWCOMERS EARN credibility, WHILE GIVING EXPERIENCED PLAYERS impactful ways TO ENGAGE.

Great products don’t just create a new path, they improve upon what already exists.

view prototype here