Category: Commercial - Web / App / Game Design (2018) [view]
THE PROJECT BRIEF
In a team, design an environmental interactive data visualization experience. You will be focusing on the collection and organization of a complex data-set transformed into an interactive experience through a digital interface, allowing users to find possible unexpected patterns and relationships.
For the start of this project, we met up and decided to brainstorm possible areas for data visualization. Through this process, we decided break out of our comfort zones and explore an unexpected area - the basketball court.
All the people we interviewed played basketball in high school but unfortunately were not college basketball players. However, this helped confirmed players were interested in seeing and understanding their player statistics further.
THE USER PERSONAS AND SCENARIOS
The interviews gave a push in the right direction toward statistics and players, but at this stage we were still considering the possibility of a system that works in-game (for audience members and players) or training (coach and players).
THE COMPETITOR BENCHMARKING
While we were still considering the audience perspective and interest in keeping up with player stats and information, we wanted to know if we had competitors and how they were sharing data with their target audience (coach, players, audience).
From our analysis of these competitors, it made our goal to create some kind of real-time basketball statistics and analytics system in reach. Each of our competitors had different features we liked. We felt all of these features could be somewhat altered and used together in a more intuitive manner.
THE USER JOURNEY MAP
For this process, we decided to focus on a basketball player and their experience of trying to perfect their three-point shot during training practice.
We posted our survey online in a basketball-based forum and received over 20 responses. Below are some of the main takeaways from our survey.
THE CONCEPT EVOLUTION
THE INITIAL SKETCHES
Slightly before we finalized our target audience, our design was targeted toward basketball players in a solo or team setting. The idea was to create a system that worked freely without the coach for players to get additional training.
THE VISUAL DESIGN
THE SITEMAP (USER FLOW)
Through research of our competitors as well as feedback from interviews, surveys, and contextual research, we began to layout a format which would include what we deemed necessary and useful features in an intuitive way.
We understood how important it was to still have the guidance of the coach along with understanding these statistics and teaching them to their players. For this reason, we started planning a tablet interface for its easy portability and convenient data storage.
THE BRAND DEVELOPMENT
Below shows development of the brand for our system through name lists, moodboards, and iterations. It ends with a general branding guideline and promo details.
To push our app design even further, we simplified the navigation, reorganized the home page to have more real-time information, created more breathing space and enforced our grid system. Below you will see our product overview and most of our main pages.