Swift VR — table tennis training home screen in VR environment
Academic Project 2021 · Table Tennis Training Experience

Swift VR
Decathlon Pongori

In collaboration with Pongori by Decathlon. A VR training system for table tennis — designed around the insight that beginners fail not from poor technique, but from being unable to read the ball's trajectory early enough to react. Every interaction decision followed from that finding.

My Role
UI/UX Design
Scope
VR App · System · IA · UI
Timeline
Sep – Nov 2021 · 3 months
Team
1 Decathlon Design Manager · 3 Industrial Designers · 1 Digital Modeler
Status
Concept

The problem

Outside professional academies, players rarely have a table, a partner, and quality repetitions at the same time. VR can remove those barriers — but only if the interface stays out of the way of the physical act of playing.

What I did

Full VR interaction design for Decathlon Pongori — spatial training environment, guided skill progression, coach–player classroom model, and post-session performance reporting.

What changed

A concept that reframes VR from gaming to structured training. 70–80% projected session completion and 3–5 sessions to first skill unlock — validated through user testing at C.R.E.P.S. Training Center, France.

01 — Problem

Training quality shouldn't
depend on access

Progression from learning technique to executing it under match pressure is slow and fragmented without consistent access to a table, a partner, and quality repetitions. VR removes those barriers — but only if it can simulate the pressure of live play, not just the mechanics.

"Performance in fast-reaction sports improves through the volume of realistic repetitions under pressure — not through understanding technique alone."

02 — Key Constraint

A controller that doesn't
feel like a racket

VR requires continuous physical engagement, which means users fatigue faster than in traditional interfaces. All interaction happens through handheld controllers that neither weigh nor move like a real table-tennis racket — creating a mismatch between expected physical feedback and the simulated action.

The binding constraint

The controller-racket mismatch means players are simultaneously learning table tennis and an unfamiliar input device. Extended arm movement leads quickly to exhaustion. Every interaction decision had to reduce cognitive and physical overhead — not add to it.

03 — Key Decision

Structure progression to
teach vision, not just technique

Research revealed that beginners don't fail because of poor technique — they fail because they can't read the ball's trajectory early enough to react. That finding changed everything about how the first 10 sessions were designed.

How do you structure skill progression without overwhelming a beginner in VR?
What we chose

Guided skill progression through structured training sessions. Players build timing, reaction, and control step-by-step. Open exploration and feature density are deliberately sacrificed in the first sessions — players must earn access to more complex drills.

Perception before technique. Guided progression lets the first sessions focus entirely on reading ball trajectory — the real bottleneck — before any complex mechanics are introduced. Free exploration at the start would let players avoid the exact practice they need most.
04 — Solution

Spatial panels. Coach presence.
Session reports.

Players enter a shared virtual training environment where training activities appear as floating panels around the room. Instead of navigating traditional menus, players select drills, matches, or coaching sessions directly within the VR space — keeping navigation minimal and peripheral.

Swift VR — spatial home environment with floating training panels
"Training activities are spatial, not navigational — players select what to work on by moving through the environment, not by tapping through a menu hierarchy."

Coaches can join sessions and appear spatially within the player's environment to demonstrate techniques in real-time. After each session, performance reports highlight strengths and weaknesses to guide the next training cycle.

Coach demonstration view — players observe technique before attempting drills
Classroom sessions — players observe coach technique before attempting drills themselves
1v1 coach view — live feedback within the play environment
Coach presence inside the play space — guidance without breaking immersion
05 — Impact

From gaming to
structured training

What changed

VR as a serious skill
development tool.

Jonathan Vandamme from Pongori highlighted how the system reframed VR from a gaming experience into a structured training environment — mirroring how players actually improve in professional table tennis coaching.

Hypothetical metrics if shipped: 70–80% session completion in the first guided training session, 3–5 sessions to first skill unlock. Validated through user testing with players and coaches at C.R.E.P.S. Training Center, France.

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