SloMo
2020 — 2023
SloMo is a mobile app built around a single patented idea: tap and hold the screen during a sports moment and the video drops into slow motion, drag while holding to scrub it in either direction. I designed the entire mobile experience, built the brand from a blank page, and put together the pitch decks used to raise the money to build it.
SloMo starts from one interaction. Watching a sports moment, live or on replay, tapping and holding the screen drops the video into slow motion for as long as a finger stays down. Drag while holding, and you scrub the moment backward or forward, direction mapped straight to finger movement. It's the instant-replay booth reduced to a single gesture, built around a patented take on touch-based video scrubbing.
- Design a mobile experience built entirely around one core gesture, without burying it under conventional video-player chrome
- Build the brand from nothing — name treatment, logotype, and a style guide the whole product could run on
- Put together pitch materials that could get the product in front of investors and help raise money
- Make a highly technical, patented interaction feel obvious the first time someone tries it
The entire mobile UX had to teach one physical gesture without a tutorial getting in the way. We designed a first-run moment that let someone try the tap-and-hold on a sample clip within seconds of opening the app, with a subtle visual cue — a soft pulse under the fingertip — showing exactly when slow motion kicked in. Dragging to scrub needed its own feedback: a lightweight timeline indicator tracking finger movement in real time, so rewinding a goal or a big play never felt like guesswork.
Alongside the product design, I built SloMo's brand from a blank page — the logotype, colour system, and a style guide that carried through the app, the website, and every pitch asset that followed. For a product this dependent on a single physical gesture, the identity leaned into motion itself: a mark and system built to feel like it was already moving.
I also designed the pitch decks used to raise investment — translating the product, the gesture, and the underlying patent into a story that worked in a ten-minute meeting. That meant taking the same interaction we'd spent months making feel effortless on a phone and explaining, on a static slide, why it mattered. More than one meeting briefly turned into an impromptu usability test when someone tried to pinch-zoom the demo clip instead of just holding a finger on it.