50% More team output
School teams due to increased motivation completed nearly 50% more exercises in the event compared to last 3 years.
2 Station issues resolved
Two station issues were successfully identified, managed, and resolved during the event.
Eliminated 2 weeks of work
Instead of manually retyping thousands of results and performing calculations, results were processed instantly.
Conducting interviews with organization department and gathering requirements
To ensure complete understanding of the project, I conducted multiple interviews with the organizing department, documenting their entire process and clarifying every detail.
Addressing the challenges and constraints
The app needed to be easily accessible, so I chose it to be a web-based platform. Since the desktop version was only required post-event, I removed it from the initial scope. Holding the event in a forest meant internet connectivity could be unreliable, so I incorporated offline capabilities, enabling results to be merged later.
One of the big concerns was student tampering with the results. To prevent that, I implemented a locked submission process that prohibited post-submission edits. However, the organizing team could still revise legitimate mistakes if needed. I assumed that teacher authority with overseeing the results would lead to them being cautious. This combination of security and flexibility worked well, as students knew their teachers had the authority to verify final scores.
Finally, to accommodate teachers with varying tech skills, I included a QR code linking directly to the app, eliminating manual typing and reducing the chance of errors.
Designing and Implementation
Within Figma, I drew inspiration from design ideas like the Bundesliga table and began merging them into the app’s layout. The goal was to make the app appealing and convey a sense of competition for the kids, so it was designed to reflect that character.
Choosing the implementation platform was straightforward, as I was already familiar with Bubble. Using AI models, I finalized the database architecture and opted for an in-app database rather than an external API. The platform’s automatic updates and relational database features were more than sufficient for the project’s scale. Overall, the implementation proceeded smoothly, and the project stayed on track.
Considerations
To assist non-technical users, I provided both the app’s web address and a QR code generated by an external tool. While I knew a free marketing tool could have limitations, I didn’t see any explicit restrictions at the time, so I proceeded under tight deadlines. Eventually, the tool reached its free redirect limit, causing errors for some of the last participants. Although this was a setback, I was prepared for this might occur, and was on-site and able to help them to manually enter the address when needed or send it via collaboration tools.
Final note
At the center of a school sports day, the Liwarally app made an immediate and transformative impact. What used to be a two-week wait for final results was replaced by instant availability. In addition, app allowed organizers to spot—and resolve—two station issues on the fly. Teachers regardless of their tech literacy, adopted the app with ease, and praise from the sports department confirmed its success. Equally important, the app’s built-in security measures guaranteed that remained accurate and tamper-free, eradicating the errors that once plagued these events. By day’s end, Liwarally had completely redefined the management process and set a new standard for future competitions, earning enthusiastic feedback from everyone involved.
Participant Feedback
The feedback from students, teachers, and organizers was overwhelmingly positive:
R.K., Sports Department Leader: “Danke, Das ist einfach genial!”
I.N., Station Leader: “Lief alles gut. Es ist einfach.”
D.W., Group Leader: “Vielen Dank für die Organisation mit App. Das war echt gut!”