Recon Instruments

From Desktop to Mobile: Turning Mountain Data into Social, Gamified Experiences

Designing the first mobile and web apps for Recon’s smart goggles, transforming raw performance metrics into a connected, shareable sports platform.

Project Overview

Recon Instruments pioneered wearable displays for snow sports, bringing live performance data like speed, GPS, and jump counts directly into a rider’s goggles. While innovative, the experience was tethered to Recon HQ, a desktop-only app with around 5,000 active users.

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My Role

UX/UI Designer → Senior UX Designer

Jul 2011 – Mar 2013

My role was to design and launch the first mobile and web applications, ensuring users could seamlessly sync their goggles, track their runs, and share experiences online. Just in time for the 2012 winter season, I helped migrate the Recon community from desktop to mobile, achieving an 85% adoption rate.

THE PROBLEM

Users were limited to desktop-only access; they wanted real-time, mobile, and social tools to extend their mountain experience

THE TEAM

Designers, developers, hobbyists, athletes and product stakeholders

MY METHODS

Contextual research with snowboarders/skiers, prototyping, real-world usability testing

THE RESULT

Companion mobile & web apps for Recon MOD Live goggles

Final Design Direction

The vision was to make Recon goggles more than just data trackers — they needed to be part of a social, gamified sports ecosystem.

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Trip Viewer

Synced metrics (speed, jumps, altitude) onto Google Maps so riders could replay and analyze their runs

Buddy Tracking

Let friends compete in real time, adding a layer of social challenge and fun to skiing and snowboarding

Virtual Remote

Allowed users to control goggles directly from their phone, solving common usability frustrations

Music Player

Integrated lifestyle features to keep users connected and entertained

Exploration & Discovery

To ground the design in real-world needs, I focused on the culture of snow sports:

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Observed snowboarders and skiers syncing their goggles post-run, capturing natural workflows

Learned that users weren’t just performance-driven — they wanted to brag about speed, compare jump counts, and share experiences socially

Riders wanted the app to feel like a digital extension of the mountain, not a separate tool. This led to features like interactive maps and buddy challenges.

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UX Design Process

The process revolved around real-world testing and fast iteration.

Prototyping

Built interactive flows for features like Trip Viewer and Buddy Tracking

Field Testing

Tested prototypes with riders after ski/snowboard sessions, iterating based on immediate feedback

Design System

Created a consistent visual system across mobile, web, and goggle interfaces

Iteration

Prioritized usability for quick post-run syncing and sharing, ensuring that adoption didn’t stall due to friction

Impact & Results

Leading SKIO was unlike any project I’ve worked on before. It was a test of endurance, vision, and adaptability. While SKIO was still growing when I transitioned out, the impact of the foundation we built was undeniable. 

Most importantly, SKIO proved that with the right foundation, it’s possible to give creators something the industry has always resisted: the freedom to create, share, and thrive on their own terms.

Darcy Hughes

Founder / CMO at Recon Instruments

Migrated 85% of Recon HQ desktop users to mobile and web

Turned raw metrics (speed, jumps, altitude) into gamified, shareable experiences

Helped position Recon as an early AR/VR forerunner, blending real-world sports with digital overlays years before mainstream adoption

Created the foundation for Recon’s growth and eventual acquisition by Intel in 2015