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A tool for coaches who already have one

Professional game analysis on Apple Vision Pro. Built from zero, on a platform with no conventions for professional use, for users who already have software that works.

NHL hockey players rendered in 3D on Apple Vision Pro
Role
Product Designer (sole designer)
Status
Prototype in active validation
Client
NHL Innovation Lab
Platform
Apple Vision Pro
With
Innovation Lab team + 2 active NHL coaches

The tension

The brief was make it spatial. That was the wrong question.

The obvious move

Take the coaching workflow, put it in a headset, add three dimensions. Ship a spatial version of a thing that already exists.

What we did

Coaches already have a desktop tool they trust. The real question was what does the headset add that justifies switching? If the answer is nothing, the project shouldn’t exist.

Decision 01

Port the analytics. Build the interaction from zero.

Timeline structure, event types and player data came from the existing desktop tool as reference. Coaches already understand these, and changing them creates re-learning cost with no upside.

Everything else had no equivalent to draw from: the 3D environment, the gesture system, the camera modes, immersive POV. Those were designed from first principles for Vision Pro’s gaze-and-pinch model.

The discipline was in not confusing the two. Reinventing the timeline would have been ego. Simulating a mouse in 3D space would have been laziness.

What that meant in practice

The timeline kept its analytical logic but was rebuilt entirely: gaze-driven selection instead of cursor click, gesture scrubbing instead of drag, target sizes calibrated for pinch rather than pointer precision.

Decision 02

A gesture grammar, not a gesture list

Vision Pro has no controllers, no keyboard, no fallback. Every action needed a gesture, and arbitrary assignment across a dozen actions is unlearnable.

So the system needed internal logic. Thumb-index pinch for play/pause: the most frequent action, mapped to the lowest-precision gesture. Middle-thumb pinch for frame-by-frame: right hand forward, left hand back, so directionality maps to physical intuition rather than memorization. Long pinch for fast-forward and rewind.

Speed settings adapt the gesture response automatically. A coach who sets 2× gets 2× fast-forward without learning a new gesture.

The constraint

Each gesture had to be distinct enough to prevent accidental triggers, but ordinary enough not to require memorization. Those pull in opposite directions.

Outcome

What actually happened

Prototype in active validation with the NHL Innovation Lab and two active NHL coaches. No deployment metrics: this is pre-release, and the current cycle is about determining which features survive contact with a real coaching workflow.

The honest part

What we’re learning

Gesture onboarding is the friction point, and the fix is contextual, not documentary.

  • Coaches given a brief walkthrough navigate confidently from the first session
  • Coaches starting cold take longer than the product should allow to discover the gesture vocabulary
  • The in-app user guide exists, but the coaches who need it most are the ones least likely to stop and open it
  • Open question: the 3D environment gets strong analytical reactions in session. Whether that survives repeated professional use, or is tied to novelty, is what the current cycle is designed to determine

Contextual prompts on first use, surfaced once per gesture, rather than a guide opened once and closed. The engineering cost is low. The onboarding impact is not.

Before After

Coach opens the user guide once, closes it, forgets half the grammar

First-use prompt appears inline the first time each gesture is needed

Cold start takes several minutes to reach confidence with playback

Target: confident playback inside the first minute

What’s next

Where this goes

Spatial annotation

Drawing directly on the 3D rink to mark a defensive shape or a lane that should have been covered. The capability most unavailable in any existing coaching tool, and the one that most directly uses what the hardware is for.

Collaborative sessions

A full coaching staff in the same review simultaneously, each on their own headset, navigating shared bookmarks. The bet: XR changes how coaches communicate decisions, not just how they analyze them.

Get in touch

Tell me about your project, I’ll get back to you by email.