November 15, 2024
November 15, 2024
Smart Darts – Proof of Concept App
Smart Darts – Proof of Concept App
Smart Darts – Proof of Concept App
Creating the first prototype of a smart darts system with real-time performance tracking.
Creating the first prototype of a smart darts system with real-time performance tracking.
Creating the first prototype of a smart darts system with real-time performance tracking.



Time frame
2 weeks
My ROLE
App UI/UX, Prototyping
App UI/UX, Prototyping
App UI/UX, Prototyping
Client
Startup
Startup
Year
2024
PROJECT OVERVIEW / CONTEXT
PROJECT OVERVIEW / CONTEXT
PROJECT OVERVIEW / CONTEXT
Smart Darts was a concept project designed to explore how a connected dartboard could improve casual gameplay with digital feedback. The darts themselves were still in development, so the prototype was built entirely in Figma to demonstrate the app’s potential features and flow.
The app aimed to show live scoring, multiple game modes, player stats, and performance summaries, giving stakeholders a clear sense of how the final product would behave once the hardware was ready. I acted as UX and UI designer, responsible for the full prototype, interaction flows, and visual design. I also worked closely with iOS and Android developers to make sure the design could later connect to real hardware.
Smart Darts was a concept project designed to explore how a connected dartboard could improve casual gameplay with digital feedback. The darts themselves were still in development, so the prototype was built entirely in Figma to demonstrate the app’s potential features and flow.
The app aimed to show live scoring, multiple game modes, player stats, and performance summaries, giving stakeholders a clear sense of how the final product would behave once the hardware was ready. I acted as UX and UI designer, responsible for the full prototype, interaction flows, and visual design. I also worked closely with iOS and Android developers to make sure the design could later connect to real hardware.
Smart Darts was a concept project designed to explore how a connected dartboard could improve casual gameplay with digital feedback. The darts themselves were still in development, so the prototype was built entirely in Figma to demonstrate the app’s potential features and flow.
The app aimed to show live scoring, multiple game modes, player stats, and performance summaries, giving stakeholders a clear sense of how the final product would behave once the hardware was ready. I acted as UX and UI designer, responsible for the full prototype, interaction flows, and visual design. I also worked closely with iOS and Android developers to make sure the design could later connect to real hardware.



PROBLEM / DISCOVERY
PROBLEM / DISCOVERY
PROBLEM / DISCOVERY
The team needed a clear vision of how the smart dart could connect with users through an app. Since the physical device was still under construction, it was difficult for the engineers and investors to imagine the complete user experience. My role was to translate a rough hardware idea into an understandable, engaging digital concept.






GOALS & CONSTRAINTS
GOALS & CONSTRAINTS
GOALS & CONSTRAINTS
The main goal was to create an interactive prototype that showed the full flow: pairing the dart, starting a game, tracking throws, and viewing statistics. The design had to balance technical realism with creative presentation. Because the dart didn’t yet exist, every feature had to be represented visually and logically without any working API or real data.
The main goal was to create an interactive prototype that showed the full flow: pairing the dart, starting a game, tracking throws, and viewing statistics. The design had to balance technical realism with creative presentation. Because the dart didn’t yet exist, every feature had to be represented visually and logically without any working API or real data.
The main goal was to create an interactive prototype that showed the full flow: pairing the dart, starting a game, tracking throws, and viewing statistics. The design had to balance technical realism with creative presentation. Because the dart didn’t yet exist, every feature had to be represented visually and logically without any working API or real data.
Approach / Process & Decisions
Understanding the experience
Phase 1
I began with a rough sitemap to define what users would actually do inside the app: setup, game, and stats screens. Even without real data, I needed the flow to feel complete. (Blurred for confidentiality reasons.)
Understanding the experience
Phase 1
I began with a rough sitemap to define what users would actually do inside the app: setup, game, and stats screens. Even without real data, I needed the flow to feel complete. (Blurred for confidentiality reasons.)
Understanding the experience
Phase 1
I began with a rough sitemap to define what users would actually do inside the app: setup, game, and stats screens. Even without real data, I needed the flow to feel complete. (Blurred for confidentiality reasons.)



Onboarding Design
Phase 2
The onboarding sequence introduced the app’s idea through five slides: a playful illustration of a dart throw, breakdowns of the dart’s components, mock data visualizations, and a short explanation of how the “AI” would later analyze player performance.
Onboarding Design
Phase 2
The onboarding sequence introduced the app’s idea through five slides: a playful illustration of a dart throw, breakdowns of the dart’s components, mock data visualizations, and a short explanation of how the “AI” would later analyze player performance.
Onboarding Design
Phase 2
The onboarding sequence introduced the app’s idea through five slides: a playful illustration of a dart throw, breakdowns of the dart’s components, mock data visualizations, and a short explanation of how the “AI” would later analyze player performance.



Game and Pairing Flow
Phase 3
Since pairing the smart dart was only conceptual, I designed an imaginary “sync” screen that simulated connection feedback. The game screen itself supported two players – either human or AI opponents with different average throw strengths.
Game and Pairing Flow
Phase 3
Since pairing the smart dart was only conceptual, I designed an imaginary “sync” screen that simulated connection feedback. The game screen itself supported two players – either human or AI opponents with different average throw strengths.
Game and Pairing Flow
Phase 3
Since pairing the smart dart was only conceptual, I designed an imaginary “sync” screen that simulated connection feedback. The game screen itself supported two players – either human or AI opponents with different average throw strengths.



Statistics and Feedback
Phase 4
The stats section visualized player progress through graphs and number tiles. I designed both simple numerical views and dual-line comparisons between sessions. Each curve could be tapped to reveal contextual insights.
Statistics and Feedback
Phase 4
The stats section visualized player progress through graphs and number tiles. I designed both simple numerical views and dual-line comparisons between sessions. Each curve could be tapped to reveal contextual insights.
Statistics and Feedback
Phase 4
The stats section visualized player progress through graphs and number tiles. I designed both simple numerical views and dual-line comparisons between sessions. Each curve could be tapped to reveal contextual insights.



FINAL DESIGN / SOLUTION
FINAL DESIGN / SOLUTION
FINAL DESIGN / SOLUTION
The prototype demonstrates game setup, live scoring, and performance summaries for multiple players. It includes different game modes, real-time throw feedback, and visualizations of metrics like accuracy and average throw speed. Color coding distinguishes players and highlights key events.
Even though the data was simulated, the prototype communicates the intended experience effectively, showing how digital feedback could complement the physical game. The design uses clear typography, concise layouts, and subtle animations to make the concept believable and engaging.
The prototype demonstrates game setup, live scoring, and performance summaries for multiple players. It includes different game modes, real-time throw feedback, and visualizations of metrics like accuracy and average throw speed. Color coding distinguishes players and highlights key events.
Even though the data was simulated, the prototype communicates the intended experience effectively, showing how digital feedback could complement the physical game. The design uses clear typography, concise layouts, and subtle animations to make the concept believable and engaging.
The prototype demonstrates game setup, live scoring, and performance summaries for multiple players. It includes different game modes, real-time throw feedback, and visualizations of metrics like accuracy and average throw speed. Color coding distinguishes players and highlights key events.
Even though the data was simulated, the prototype communicates the intended experience effectively, showing how digital feedback could complement the physical game. The design uses clear typography, concise layouts, and subtle animations to make the concept believable and engaging.



Outcome / impact
Outcome / impact
Outcome / impact
The Figma prototype allowed the team to present a full vision of the Smart Darts experience to investors and developers. It clarified the data requirements for the hardware, helped define core app interactions, and created a shared understanding of what the final product could deliver.
Although no functional hardware existed at this stage, the prototype served as a proof of concept and communication tool, reducing uncertainty and guiding future development.
The Figma prototype allowed the team to present a full vision of the Smart Darts experience to investors and developers. It clarified the data requirements for the hardware, helped define core app interactions, and created a shared understanding of what the final product could deliver.
Although no functional hardware existed at this stage, the prototype served as a proof of concept and communication tool, reducing uncertainty and guiding future development.
The Figma prototype allowed the team to present a full vision of the Smart Darts experience to investors and developers. It clarified the data requirements for the hardware, helped define core app interactions, and created a shared understanding of what the final product could deliver.
Although no functional hardware existed at this stage, the prototype served as a proof of concept and communication tool, reducing uncertainty and guiding future development.



Learnings / Reflection
Learnings / Reflection
Learnings / Reflection
This project reinforced the value of prototypes when hardware is not yet available. Simulating interactions, motion, and feedback clarified assumptions and allowed the team to iterate early. I learned how much impact design has on perception of realism, and how small animations and visual cues make digital feedback feel tangible. Working closely with developers highlighted the importance of translating theoretical hardware data into usable app flows.
If revisiting this project, I would integrate early sensor readings as soon as possible, run usability tests with players to refine pacing, and expand social and analytical features to enhance engagement.
This project reinforced the value of prototypes when hardware is not yet available. Simulating interactions, motion, and feedback clarified assumptions and allowed the team to iterate early. I learned how much impact design has on perception of realism, and how small animations and visual cues make digital feedback feel tangible. Working closely with developers highlighted the importance of translating theoretical hardware data into usable app flows.
If revisiting this project, I would integrate early sensor readings as soon as possible, run usability tests with players to refine pacing, and expand social and analytical features to enhance engagement.
This project reinforced the value of prototypes when hardware is not yet available. Simulating interactions, motion, and feedback clarified assumptions and allowed the team to iterate early. I learned how much impact design has on perception of realism, and how small animations and visual cues make digital feedback feel tangible. Working closely with developers highlighted the importance of translating theoretical hardware data into usable app flows.
If revisiting this project, I would integrate early sensor readings as soon as possible, run usability tests with players to refine pacing, and expand social and analytical features to enhance engagement.
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