Modular AR Table Tennis Trainer

AR paddle system with modular handles and live motion feedback for immersive table tennis training

Role UX Researcher & Product Designer
Project Date Fall 2025
Skills UX Research, Product Design, Data Visualization
Type Personal Project

Background

From Houston's 2021 ITTF Table Tennis Championships Finals to Las Vegas' 2025 WTT United States Smash, America has become the stage for many of the most prestigious events of Table Tennis. However, while the pro scene is on the rise, everyday play is slipping: the number of casual U.S. players has fallen from about 19 million in 2010 to roughly 16 million today.

The Declining Trend

Despite hosting world-class tournaments and growing professional visibility, grassroots participation continues to decline steadily year over year.

Table Tennis Participants in the U.S

Challenge

What is pushing regular paddlers away even as the spotlight on the sport grows brighter? How might we lower the barriers to entry and make table tennis more accessible for casual players?

Understanding the Problem

250 Clubs

for 76,000+ Players

One site must serve ~76,000 people. Tables are packed and wait times are long.

$100+

Coaching Costs

Private coaching often costs $80+ per hour, with venue fees adding $30+ per table hour.

60+ Minutes

Round Trip

Many players drive 30+ minutes each way to reach a club. Travel can take longer than practice itself.

$150+

Gear

$80–$300 blade, a pair of $60-$180 consumable rubbers, a box of $10-$20 balls. Annual gear cost easily tops $200+.

Why Coaching Matters

2X
THE SPEED

Coaching pushes an adult beginner up the ladder 2X the speed as solo practice. Yet only a small slice of U.S. players can continuously afford lessons or reach a qualified coach, so the majority stall around the 1400 mark, see little progress, and eventually drift away.

Learning Curve for Adult Beginners

USATT Rating Distribution

Understanding USATT Ratings

USATT ratings rise or fall after each sanctioned match. Beginners start below 400, club regulars sit at 1200–1600, strong amateurs hit 1800–2000, and national players top 2200. The live scale lets every player track progress and find fair opponents.

The Challenge

Too few clubs, long drives, and high fees push casual players out. I aim to cut travel, cut cost, and add real-time feedback so practice is quick, cheap, and rewarding for the amateurs and enthusiasts.

User Research

I conducted comprehensive user research with 48 anonymous survey feedbacks to understand pain points and opportunities from the perspective of actual table tennis players.

Key Findings

57.45%

Cited time constraints as a major barrier to playing

36.17%

Find opponents by approaching strangers at clubs

38.3%

Find landing quality hits most rewarding

Research Insights

Research Insights

User Personas & Skills Analysis

Based on research insights, I developed detailed user personas representing different skill levels and their unique challenges. I also identified the 6 key skills that players need to develop.

User Personas - Mark Foster and Aaliyah Williams

User Demands & Journey Mapping

Through analyzing user pain points and behaviors, I identified six critical user demands and created storyboards to illustrate three key scenarios: "Pricey Promises, Painful Reality", "Too Far, Too Busy, Too Late", and "Virtual Victories, Real Defeats".

User Demands and Storyboards

Pocket Coach

Players want a personal training guide on the go that tells them exactly which drill to run next, so they can stop wasting court time on guesswork and start every session with a purpose.

Flexible Practice

Whether it's a topspin loop or a tricky serve, users want real-time numbers on speed, spin, and sweet-spot accuracy so they can correct mistakes on the very next ball instead of finding out later on video replay.

Instant Feedback

The modern amateur needs a setup that works in a cramped dorm, a quiet basement, a public park, or a full-size club—online or offline—so practice never has to wait for the "perfect" venue or partner.

Sociality

Table tennis is more fun with people. Players want one-tap partner matching, quick challenge invites, and highlight clips they can post and compare, turning solo drills into a shared experience.

Achievements

Small rating bumps, XP streaks, and visible badges matter. Seeing USATT-style ratings rise or a new badge flash on screen keeps motivation high long after the honeymoon phase of a new gadget is over.

Authenticity

Nothing ruins training faster than fake feel! Users demand true racket weight, real ball contact, and spin physics that transfer seamlessly from living-room drills to club-night matches.

Case Study

Eleven Table Tennis VR

Eleven Table Tennis
(Meta Quest VR)

Function:

A high-fidelity VR game that simulates full table-tennis physics.
Players face AI bots or online opponents in a 3×3 m play area; stats, replays, and ladders are built in leaderboards.

  • Opponent-free
  • Play anywhere
  • Social ladder
  • No ball contact
  • Expensive Gear
  • VR fatigue
Tangram Smart Rope Rookie

Tangram Smart Rope Rookie

Function:

A Bluetooth jump-rope with built-in magnetic sensor and 3-axis accelerometer.
It counts rotations offline, then syncs to the app for guided workouts, XP badges, and leaderboards.

  • Fully portable
  • Simple setup
  • Gamified
  • No form data
  • Battery swaps
Sony Smart Tennis Sensor

Sony Smart Tennis Sensor

Function:

A 6-gram clip-on gear that attaches to the racket butt cap.
Measures swing speed, spin category, and sweet-spot percentage; data appears in the mobile app after each rally.

  • Authentic feel
  • Spin metrics
  • Any court
  • Post-play feedback
  • Mount limits
  • Charging hassle

Sketch

Product Sketches

Code Implementation

Simulates the core feedback loop of the Table Tennis Pocket Coach — detecting a player's swing completion and correct racket orientation via IMU fusion and jerk analysis, then triggering haptic feedback to simulate instant coaching response.

Code Implementation

Hardware Design

Hardware Design

Demo Video

Product Introduction

Product Introduction

AR Interface

AR Interface

UI Design

UI Design - Mobile App Interface

Interactive Prototype

Experience the full interactive demo with all 8 screens, complete navigation, and advanced animations. Click through the pages using the bottom navigation bar to explore each feature.

How to explore: Use the bottom navigation to switch between Home, Profile, Quick Match, Awards, and Friends pages. Click on buttons, cards, and interactive elements to trigger animations and see real-time feedback. The radar visualization in Quick Match allows you to find nearby opponents, and clicking will navigate to the versus screen.

🗺️

Location-Based Home

Real-time map with player locations and interactive navigation

🎯

Radar Matchmaking

Innovative radar visualization with scanning animation for finding opponents

📊

Performance Analytics

Interactive charts showing rating progression and detailed statistics

Complex Animations

GSAP-powered transitions, stagger animations, and micro-interactions

Key Learnings

Through this project, I learned how to bridge sensing, computation, and interaction into a cohesive feedback system that connects data with human movement. Building the Modular AR Table Tennis Trainer prototype taught me how to turn inertial data into meaningful, embodied feedback through careful IMU fusion, calibration, and real-time actuation. More importantly, it revealed how technology can extend human ability without distracting from it—how feedback delivered through motion, vibration, and visualization can actually shape muscle memory. Seeing players respond instinctively to data-driven cues made me realize that design can make learning not just measurable, but deeply felt. It changed how I view real-world impact: when computation aligns with intuition, technology becomes a natural extension of practice.

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