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Scorekeeper

Internal Scorekeeping App Case Study

BallerTV is on a mission to livestream youth sports and provide tools for athletes, coaches, and parents. The scorekeeper project is to efficiently replace paper scoring sheets for our partnered events to obtain athlete and game information. The initial research project is focused on basketball and volleyball scorekeeping.

Business Opportunity 

Identified

1. Improving coverage quality by providing athlete and game data in our viewing experience.

3. Increasing conversion by providing more value to other potential user base such as coaches and recruiters.

2. Enhancing user experience in all the products and platforms that would benefit with game information.

Research

Market Research

Competitive Analysis

Scoring Sheet

(Basketball)

Scoring Sheet

(Volleyball)

Research Finding

Youth basketball only track individual points and substitutions for volleyball. Basketball scoring can be extensive and can be difficult to collect stats beyond points such as turnovers, rebounds etc. Volleyball can also be even more difficult to collect athlete stats for the same reason since volleyball is a higher paced sport. Volleyball events run smoother when it comes to scoring because all teams and athletes are required to learn how to scorekeep for volleyball games. There is more structure for volleyball events.

First Initiative Wireframes

Learning about the market and the current use, we have decided to take the learnings and create a low-fidelity prototype for basketball.

User Testing

Field User Testing Part 1

Requirements

To justify the UX of certain directions we designed, our PM and I have decided to gradually show our design decisions with validation through user testing. The stakeholders predicted using an Apple Pen to go from paper/pen to iPad would be the best UX direction.

The Control Design

The control design is a combined horizontal version of simplified paper scorekeeping designs that we have seen throughout multiple events.

Design A

The Design A is similar to the Control Design but Design A is a vertical version of the control design.

Group B

The Design B is a horizontal split version that does not stack teams on top of each other but next to each other.

Result

1. Horizontal view was preferred over vertical design. 

2. No one grabbed the Apple Pen to score keep or even noticed it was attached to the iPad.

3. Users kept requesting a keyboard to pop up when they tapped a box.

4. Users often fall behind the running score and would match whatever they see on the shot clock. This means the paper score is not accurate. 

User Testing

Field User Testing Part 2

Requirements

For the field testing for this round, we wanted to understand how users would scorekeep. Do they think athlete and then score or reverse? What interactions would they assume or expect when they tap?

Design A

Stakeholders believed users would add points to the overall score and then select an athlete to add that score to them. 

Design B

Design B has a plus button next to the jersey number to add points to the athlete.

Design C

Design C has individual buttons for adding points to each athlete. The idea was to remove the barrier of not knowing where to press.

Design D

From the previous field user testing, users were expecting a keyboard to pop up. So we have designed one add points with a keyboard.

Results

1. The keyboard pop up was the worst response. 

2. Users did not think athlete or score was sequentially but intrinsically. 

3. Design C was the favorite UX because the buttons to add points were all surfaced.

User Testing

Internal Testing Part 1

Requirements

Due to the decrease in events because of back to school, we have decided to continue our study with internal user testing. We have built a semi working prototype using UXPin. The participants were asked to scorekeep from a 5 minute clip.

Prototype A

Prototype A surfaces all the actions on the screen without additional modals or pop ups. 

Prototype B

Prototype B has a '+' next to the athlete for each category followed by a modal to select the additions.

Result

70% of users preferred Prototype B. Although, Prototype A was easy to use, the button sizes were too small to make sure they are input correctly. Prototype B felt cleaner but the extra taps were a barrier.

User Testing

Internal Testing Part 2

Requirements

The second round of internal testing was focused on substitution as the first round of internal user testing identified users aren't certain how to substitute athletes in and out. 

Final Prototype

This design has switched out the modal pop up UX with an overlaying button layout to add points to athletes. 

Result

The UX to substitute athletes will be a learning curve and will need to be taught if we are moving forward with this UX. Unfortunately, all the events are ran differently and teams might be large or just enough players. There are many unknown scenarios to scorekeeping for basketball. A big concern is when entire team subs out and subs in within seconds. Moving forward, it won't be necessary to sub out players but adding jersey numbers similar to the paper version.

Design

Wireframes

Requirements

With the testings, we have concluded our study to take what we have learned and execute the first version of the scorekeeping app. 

1. Athlete names are not important when scorekeeping and scorekeepers are short on time to gather that information from coaches.

2. Scorekeepers have to keep up and just add points to the overall score without adding them to an athlete. (Room for error)

3. Subbing out athletes varies and concluded to not have to sub out and in players but have a long list of athletes that can be rearranged. 

Next Step

This product was on hold and has been assigned to a new PM. The design team will redesign with rebrand colors to match all products.

Sarah Ji-Yeon Moon

UX Designer

Based in Los Angeles

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