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Ishandeep Singh Software Engineer
All work

Apple Developer Academy · 2026

Sendy

Climbing technique analysis · iOS

Year
2026
Duration
6 weeks
Role
UI/UX Designer
Project Manager
Team
5 people
Partner
Send Society

As part of a five-person team at the Apple Developer Academy, I was the UI/UX designer and project manager on "Sendy", an iOS app that lets two climbers compare how they moved through the same bouldering problem. We built it over six weeks alongside Send Society, a local climbing community who agreed to be interviewed, filmed and tested on throughout the project.

Every screen in the shipped Sendy build, laid out in order
Every screen in the build, in order: onboarding, the session list, capture, and the three comparison modes

The role

My responsibilities were split across two roles. As Project Manager I owned the schedule, ran the team's decision-making and kept the scope inside what five people could deliver in six weeks. As UI/UX Designer I took the product from initial research through to the final high-fidelity prototype, covering the user flows, the interaction design and the visual system the app was built on.

Record

Upload

No

Yes

Open Sendy

Sessions

New comparison

Capture
or upload?

Guided camera

Photo library

Two climbers
detected?

Refilm

Comparison

Side by side

Explore

Save

Skeleton

Analytics

Full screen

The flow I designed, from opening the app to saving a comparison

Research

The research phase involved user interviews, field observation at climbing gyms and competitor analysis, which I turned into three user personas. The key finding was that there was a diagnostic gap, where climbers in the V2 to V6 range can see that stronger climbers move differently, but they don't know how or why. We built our product on a single constraint: the app never tells a climber they are wrong. Reach and body type change what counts as good technique, so the stronger climber is presented as a reference rather than a correct answer, and every screen describes a difference instead of grading it.

Reference board of visual, interface and interaction examples, with tone scales at the right
The reference board

Designing the comparison

For the analysis experience I designed a scrubbing timeline closer to a chess engine's evaluation bar than a video player, letting a climber jump directly to the moments where the two attempts diverged. In the app there are three comparison modes: overlay, side-by-side and skeleton. Through rounds of usability testing, we narrowed six original modes down to these three, based on what climbers actually wanted to see. A late session with a coach reshaped the analysis screen entirely, which was challenging, but ultimately the right decision.

Grids of alternative selector, layout, colour and analysis designs for the comparison screen
Selector, layout, colour and analysis alternatives for the comparison screen

What I learnt

Sendy taught me how much of a product is decided before any code is written.

Almost every part of the final build is traceable to something a real climber said in an interview or online, and the parts that did not survive testing were the ones I had assumed rather than asked about.

Showing the Sendy comparison screen to two people on a phone
Showing the comparison flow at the Academy showcase

Figma · user interviews · field observation · personas · lo-fi to hi-fi · usability testing