DECO2200 · Mobile App · UX/UI Design

Athlyst —
Olympic Card Trading

A gamified card-collection platform that deepens Olympic viewer engagement by connecting audiences with the personal stories of lesser-known athletes.

Role UX Designer & Aesthetics Lead
Team Amorino, Lachlan, Tyler
Tools Figma · FigJam
Context DECO2200 · University of Sydney
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The Olympics broadcasts everything. Most viewers see almost nothing.

The Olympic Games spans thousands of athletes across dozens of sports — yet streaming algorithms surface the same familiar names and headline events again and again. Lesser-known athletes and sports don't lack compelling stories; they lack a platform designed to make those stories discoverable.

Athlyst flips the model: instead of passively watching who the algorithm picks, users collect athlete trading cards by watching events — turning breadth of coverage into a mechanic that rewards engagement with the full Games, not just the highlights reel.

Athlyst — Hero Mockup Add your best app mockup or prototype screenshot here assets/Athlyst COVER.jpg
Athlyst high fidelity prototype — Home, Athletes, Packs, and Profile

Algorithms narrow. Athlyst broadens.

Olympic coverage has always been filtered — by broadcast deals, by popularity, and now by recommendation engines that prioritise engagement over breadth. The result: viewers who tuned in for gymnastics leave knowing nothing about weightlifting, shooting, or modern pentathlon.

"To explore how context and storytelling can be seamlessly integrated to enhance the viewing experience of the Olympics — for athletes and sports that rarely get more than ninety seconds of airtime."

Our research confirmed the gap isn't one of interest — it's one of discovery architecture. When people encounter an unfamiliar sport or athlete with context, they engage. Without it, they scroll past. Athlyst's job was to make context the default.

Who actually watches the Olympics — and how

We ran surveys, interviews, and focus groups to understand the range of Olympic viewer archetypes. From this, three personas emerged — from the die-hard fan who wants deeper coverage of athletes they already follow, to the casual viewer who only tunes in when the Games appear on social media.

Persona cards assets/images/athlyst-personas.jpg
3 viewer archetypes mapped from research
User journey — Hassan assets/images/athlyst-journey.jpg
Hassan's journey: from social mention to watching

We built a detailed journey for "Hassan" — a casual viewer who only tunes in when something goes viral. His pain point was specific: he'd hear about an athlete, go looking for more, and hit a wall. Wikipedia. A dead NBC link. The athlete's Instagram with three posts from 2021. The moment of curiosity existed, but there was nowhere real to take it. No story, no schedule, no reason to stay engaged beyond the original clip.

Three concepts, one clear winner

We used Mashups and Crazy 8s to generate concepts, then evaluated three finalists against a decision matrix scoring for engagement potential, educational value, technical feasibility, and novelty. The scores were decisive:

13 Letterboxd for Athletes Review and rate Olympic performances
18 Duolingo-style Sports Ed Learn sport rules through gamified lessons
19 Winner Pokémon GO–style Card Game Collect athlete cards by watching events

The card collection concept scored highest because it forced breadth by design — every athlete has an equal chance of appearing in a pack. The problem with algorithmic feeds isn't that they curate badly; it's that they curate at all. Randomised packs take that control away. The game mechanic makes it fun. The randomisation makes it equitable.

Crazy 8s / ideation session Photo or scan of your sketching session, Mashups board, or FigJam ideation assets/images/athlyst-ideation.jpg
Crazy 8s ideation — generating the three finalist concepts
Decision matrix — annotated Screenshot or photo of the scoring matrix from FigJam or whiteboard assets/images/athlyst-matrix.jpg
Concept scoring — engagement, education, feasibility, novelty

Athlyst — collect the Games

Users earn athlete trading cards by watching Olympic events live and entering codes shown on screen. Each card carries the athlete's personal story, sport, nationality, and career stats — prioritising narrative over metrics. Cards can be traded with friends via a near-field tap on iPhone or Apple Watch, creating real-world social moments.

🏠

Home — Live & Upcoming

Surfaces live events with accessible sport explainers so new viewers can engage even without prior knowledge of the discipline.

🃏

Pack Opening

Slide-to-unlock mechanic with confetti feedback on rare cards. The moment of revealing an athlete you've never heard of is the core loop.

🌍

Athletes Collection

Browse your collection organised by country and sport. The breadth of the Games becomes visible as your collection grows.

Apple Watch Trade Flow

Tap phones or watches together to trade cards in person — turning Olympic viewership into a social, physical experience.

Pack opening flow Slide-to-unlock screen and confetti moment — the core reward loop assets/images/athlyst-packs.jpg
Pack opening — the moment you reveal an athlete card
Athlete card + Apple Watch trade Card detail view and the Watch trade flow — tap to swap cards in person assets/images/athlyst-card.jpg
Card detail + Apple Watch trade interaction

A palette built for athletic energy

Athlyst's visual identity uses a triadic colour theme — gunmetal grey as the dominant base, antiflash white for contrast, and electric lime as the primary accent. The vibrant palette adds to the gamified experience while Work Sans keeps typography clean and readable across small card formats.

Gunmetal Grey #2C3333
Antiflash White #F0F0F0
Electric Lime #B5E04B
Coral Accent #D4876A
Steel Blue #5B8DB8
Full prototype screens Home, Athletes, Pack Opening, Trade Flow, and Profile assets/images/athlyst-hifi.jpg
Athlyst final high fidelity — all key screens across the core flow

Experts before users — always

We tested across three fidelity levels with a consistent protocol: think-aloud tasks, post-interview, SUS survey, and wrap-up interview. But the strategy that paid off most was running heuristic evaluation with expert designers before exposing the prototype to real users.

SUS scores across testing iterations

Low-fi
66.5
Mid-fi
70.8

Low-fi testing revealed the biggest structural issue: the athletes section was hidden behind a globe icon that users consistently mistook for a browser or network button. Average task completion time for that screen was 39 seconds vs 12 seconds for every other task. The fix: make Athletes a primary nav item with an unambiguous card icon.

The expert heuristic evaluation before high-fi testing flagged four major issues we resolved first:

Missing tutorial for the card trade feature — users didn't know it existed
Card flip interaction was not discoverable without a visual affordance
Inconsistent nav bar icons across screens broke navigation mental models
Profile page didn't differentiate between your profile and a friend's
3
Testing fidelity rounds (lo → mid → hi)
↓3→1
Severity ratings dropped from Major to Minor/Cosmetic

I've never watched synchronised swimming in my life, but I'd watch it to try and get the card.

— User testing participant

Usability testing session Think-aloud photo, screen recording still, or test notes — low-fi or hi-fi round assets/images/athlyst-testing.jpg
Usability testing — identifying the globe-icon navigation issue

What I actually learned

Good gamification is structural problem-solving

The trading card format wasn't chosen because it's fun — it was chosen because it physically equalises representation. Every athlete has the same card format regardless of global profile. The most obscure weightlifter and the most famous gymnast are structurally equal in a pack. That's not a game mechanic; it's a design argument.

My role focused on overseeing the visual identity and aesthetic direction across all prototype iterations. The biggest design challenge was maintaining visual cohesion as the interface grew — Figma's component system was essential for keeping 70+ screens consistent across three fidelity rounds.

Testing experts before users is something I'll carry into every future project. It's far more efficient to fix structural heuristic violations before real users encounter them — and it means user testing yields higher-quality qualitative data, because participants aren't stuck on basic usability friction that could have been fixed in advance.

gamification as equity argument →
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