In a team of students from different disciplines – user experience design, industrial design, & communication systems engineering
The challenge
BT, as client, wanted to ...
- enhance key live events or BT produced ‘flagship’ shows
- acquire more ‘BT Infinity’ or high bandwidth service customers
- provide a unique selling point for BT Broadband and BT TV so that customers choose these services as their providers over competition
The approach
We believed that a user-centred approach would be essential to the success of the design. We wanted design research to generate user insight and inform design ideas.
There process was roughly Research → Insight → Iterative Design (through testing) → Delivery. The reality is that as we moved forward, sometimes we had to do a bit more research or gained more insight by testing.
Design research
Desk-based (secondary) and primary research.
Secondary research helped us understand the market, BT's offerings, BT's competitors in sports, & potential technologies to utilise. It also helped us decide to focus on the experience of watching Rugby and focus on mobile devices as extension screens.
We used ethnographic methods to understand potential customers. We conducted...
- observation; I went to 2 rugby matches to observe spectators and their behaviour (watched 6 matches as a team)
- guerrilla interviews; I casually interviewed 2 spectators around the pitch (interviewed 6 as a team). As we were discovering interesting points during this round, we recruited some of the participants for more in-depth interviews.
- semi-structured interviews; format and the learning objectives for the interviews were decided on together (interviewed 5 in total as a team)
Analysis of data
We collectively used Affinity Diagramming to analyse the findings.
Key insights from guerrilla interviews
- Fans enjoy the physicality of rugby – not in a brutal way but the sportsmanship of the physicality
- The camaraderie of fans and teams is a big part of the live experience
- Fans prefer the live experience
- Rugby fans usually play or used to play rugby themselves
- Fans receive rugby info passively through social media
- Rugby fans are usually introduced to the sport by their father
Key insights from in-depth interviews
- Users didn't want distractions while watching a game as they were intensely involved
- Users enjoyed getting together for 'big' games – liked to share the experience
- Users enjoyed re-living the intensity of key moments of the game
- Users loved the live atmosphere of the game
Considerations for the solution – informed by insights
- We continually aimed for least interaction and maximum experience.
- The design would help users organise ‘gatherings’ and share information to enhance the groups' social experience.
- Our design included a replay feature that doesn’t compromise the live experience.
- Our design would allow users to tailor the audible experience.
Solution Finding
How Might We
Using 'How Might We' method, we tried turning insights and findings from our design research into problems statements guiding our concept generating sessions.
Concept generation
We had brainstorming sessions – done individually in the context of our group. Each person had 5 minute to present each of their ideas to the group. Followed by feedback and refinement of concepts.
We divided concepts with similar themes into 7 clusters and boiled them down. These are the 7...
Concept 1: Audio atmosphere
Imitating the live audio atmosphere of a match in the users' own place. Users also can control the sound of channels and the angle of cameras with options available on the smart TV.
Concept 2: Sensors experience
To give another dimension of realism to users while watching the match in their own home. For example, The TV has shock mounts or colourful lights around it, which vibrates or flashes when players hit each other or score.
Concept 3: Extension screen
The ‘second screen’ is synchronised with a smart TV to provide extra context and info for the user; for example, - Playback in slow-motion - Medical stats snapshot - Socialising with other fans
Concept 4: Capturing movement
Capturing the actions of both fans and players by sensors, to imitate a realistic experience and truly involving users as if they are part of the match.
Concept 5: Physical status
Collecting and providing the vital signs of players with live analysis to the users. This could also include medical updates and also explanations of Rugby rules.
Concept 6: Fans' reactions
The TV can collect fans’ applauses at home and play it in the actual game's arena live.
Concept 7: Internet club
An internet club focusing on connecting users, who are not familiar with Ruby, to one another to take part in watching matches and playing games. meanwhile, the discussion and comments will be displayed on the TV screen. Furthermore, user would be informed of news from other fans through a pop-up banner.
Evaluation of Concepts
To decide on what to take forward the team came together to mark each concept collectively.
Prototyping; low-fidelity
We had several rounds of prototyping to explore how we could implement the concepts...
Home & Fixtures
How to show live game + added value
Rewind & playback
Selecting a player for stats
... and more iterations
After 1 round of user testing with 2 participants (...not ideal), we did some more iteration...
Sitemap
Final Design
Includes 4 main functions: fixtures, statistics, playback, audio channels mixer
Fixtures, Reminder, & Sharing
Statistics
Live View & Rewind
Audio channels mixer
The output
The proposed solution was presented to BT at the Ipswich campus. The feedback was positive. This was sadly the end of the process and there was no scope for implementation. So, the outcome and impact couldn't be measured.
If I were to do this project again, I'd include more rounds of testing with potential customers to iterate on the design.