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Team Canada —
Transform Podium

How might digitally-enabled experiences foster safe, inclusive, and barrier-free sport? We investigated that question with real people across 4 countries, then built a mobile app to answer it.

Team Canada (Sheridan Capstone)
Customer Rep & UX/UI Designer
Morning Owls — 5 members
2024
Desk Research · Interviews · Personas · Prototyping
Team Canada app screens
Final mobile app screens

Overview

This was my Sheridan College capstone project, completed in partnership with Team Canada as part of their Impact Agenda. Our team "Morning Owls" was challenged to design digitally-enabled experiences that foster safe, inclusive, and barrier-free sport through one of Team Canada's three pillars: Podium, Play, or Planet.

We chose Podium, but rather than interpret it as elite athletics, we reframed it as a "place." A space where sport becomes genuinely accessible to everyone, regardless of background, skill level, or cultural identity. The result was a mobile platform connecting community members to inclusive local sports events.

My Role

I wore two hats on this project. As Customer Representative, I was the primary liaison between our team and Team Canada, tasked with gathering requirements, translating partner feedback, and making sure our work stayed aligned with their expectations throughout. I attended all partner check-ins, documented requirements, and communicated changes back to the team.

As Designer and Checker, I critically evaluated our team's concepts and contributed to visual design and prototyping. I was responsible for making sure what we built was both thoughtful and executable, calling out when something looked good but didn't solve the actual problem.

The Research

Before touching any design tools, we went into the field. We conducted in-depth, one-on-one interviews with 8 participants spanning Canada, the UK, India, and South Korea. All were 18+ and active in sports or recreational programs. We recruited deliberately across gender, generation, and cultural background.

4
Canada
1
UK
1
India
2
South Korea

3 male · 5 female · 3 Millennials (age 28–43) · 5 Gen Z (age 18–27). The conversations were candid and often surprising.

Key Insights

Insight 01

Everyone plays sports, but enjoyment is not guaranteed. Participation alone doesn't mean inclusion.

Insight 02

Barriers don't discriminate. Cost, language, safety fears, and social anxiety affect people across every demographic.

Insight 03

Inclusivity is not one-size-fits-all. What makes a space safe for one person can make it unwelcoming for another.

Insight 04

There's no such thing as individual sports. Community and belonging are always part of the equation.

Insight 05

Canada as a cultural mosaic is a double-edged sword. Celebrated diversity can still produce quiet exclusion.

Key tension

People want to belong, but many won't ask for what they need in order to feel safe enough to try.

Personas

After research synthesis, we developed two personas grounded in real participant patterns, not assumptions.

Arnold Manky
Age 42 · Real estate broker
"I'd love to join a game where everyone has similar skills as me!"
Goals
  • Improve his play skill over time
  • Find games near his location after work
  • Play with people at a matching skill level
Pain Points
  • Too busy to call or email centres to find events
  • Worried his kids aren't staying active
Adriana Colure
Age 23 · Masters student at UofT
"If my gym was exclusively for women, I'd up my attendance by like... 20%!"
Goals
  • Meet like-minded people through sport
  • Find activities in a genuinely safe environment
  • Enjoy sports, don't just do it for health reasons
Pain Points
  • Worried about unsafe or unwelcoming spaces
  • Can't easily find activities near her location
  • Doesn't want to call community centres to sign up

The Pivot — Web to Mobile

After initial desk research, we began prototyping a web application. It made sense on paper; broader accessibility, no download required. But when we pressure-tested early screens, the complexity of features we needed didn't translate well to a web layout at all.

We went back to participants with a direct question: web app or mobile app? The answer was unanimous — mobile. This decision unlocked everything: QR-based event check-in, location-based filtering, push notifications for live events, and a more personal, on-the-go experience.

Web to mobile transition
Early web prototype (left) alongside final mobile app designs (right) — the pivot made everything clearer

The Solution

We designed a mobile platform where community centres and private fitness operators sign up as event organisers and list sports activities. Users discover events, filter by what matters to them, and RSVP in seconds. The platform is built around genuine inclusivity, not just a checkbox.

Key screens:

App screens detail
Onboarding and home screens
Explore and events screens
Explore page and event detail

Design System

We built a design system to keep the team aligned across five designers. Typography used Stratum2 for headings (bold, structural) and National for body text. The colour palette centred on Team Canada Red alongside Dark Grey, Light Grey, and an Aquamarine accent were chosen to feel both official and approachable.

Spacing and sizing followed a multiple of 4/8 grid applied consistently across components, buttons, and spacing tokens.

Reflection

This project pushed me in ways I didn't expect. Coordinating between a real partner organisation and a five-person team taught me how much of product design is communication and not just pixels. My dual role meant I was constantly translating between what the client needed and what users actually wanted. Those aren't always the same thing, and navigating that tension was one of the most valuable things I learned.

The pivot from web to mobile was uncomfortable in the moment but made the product dramatically better. That experience reinforced something I now carry into every project: stay curious, stay flexible, and let the research lead. Designs are hypotheses. People are the test.

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