Sport streaming app
About the project
Presales presentation for sport streaming client.
Two local sports streaming providers are merging into one platform. They wanted to create a new application which would answer users' needs, gain a new audience and give them an advantage over the competition.
Our team's job was to create an interactive presentation and prototype to win the project.
The team consisted of two Managers, me as a UX designer, a UI designer and aPrototyper.
What?
Combining two platforms into one.
For who?
TV subscribers; only online subscribers.
How?
➜ More advanced and competitive app.
➜ Answering user's needs.
➜ Premium experience.
➜ Options for monetisation.
Business requirements
My role
Conducting Research ➜ Analysing findings ➜ Creating Mockups
Online research about watching sports, people's habits and preferences.
Audit of current apps.
Benchmarking with similar solutions.
Reading app store reviews.
Research
Used sources: www.ibc.org; www.svgeurope.org; www.statsperform.com; www.forbes.com; about.graybo.com; www.immersiv.io; www.broadcastnow.co.uk
that I have performed
40% of Gen Z never watches sports.
50% of Millennials watch sports at least once a week (only 1 in 4 individuals ages 13-23 said the same).
Teens follow athletes first; then they follow clubs. They want a one-to-one connection. They crave the new type of content on digital media - more interactions, less static media.
58% of Millennials use social media to get updates on their favourite teams.
52% would use social media as a viewing platform.
To watch sports:
56% uses smart TV or smartphones
46% uses laptopd or desktop
30% uses tablets
86% of sports fans are expecting
a better experience:
54% want fewer ads
35% want access to the replay
30% want to have the ability to skip ads
64% of fans live far from where
their favourite team plays.
Sports betting:
80% of males and 20% of females bets on sports.
50% of people are 18-34
67% are employed full time
45% make more than $75,000 per year
22% pays only for online video service.
23% used to pay for TV but switched to an online solution.
27% plan to switch only to online services.
16% plans to pay for both TV and online video service.
12% plan to stay only with TV.
63% of sports fans would consider paying for live sports streaming.
Some findings from online research:
90% of viewers are now using a second screen while watching live sports:
45% to engage with friends
45% use social media
44% to access real time game data
43% to search for statistics
Ways of watching sports
Generation preferences
Users pains:
constant logging out
streaming difficulties
not enough quality
too many ads, too long, and often not relevant
spoilers
no roaster or other information within the app
stats popping up randomly, not allowing to watch the game
no social interactions
no contact with players/teams
not so easy navigation
Some findings from audit, benchmarking and app reviews that I have performed:
Users needs:
need for social contact
some form of interaction with the team/players
ability to move between devices
following the game even if not able to watch
replay option
Solution
Personalisation
The onboarding process contains easy and short preference tests (favourite teams, players, subjects etc.) so that the user receives relevant content from the start—personalisation of the home screen. Notifications chosen by the user for games and other content.
Watching the game
Highlights, roasters, stats, and camera angles are all available on the video screen. Users decide what they want to see and when. Users can turn on live insights, and some stats about the game will pop up.
If users set a reminder for themselves about different events, it will pop up in the corner of the screen, noverlappinging the current game, with the option to switch. Also, the screen-in screen option is available.
Possibility to not only watch live games but also go back to them and watch replays.
Social aspect
Users can turn on live feed showing up during a game, a possibility to create a watch party with friends. Betting for fun, with friends options available.
Showing not only the games but also social feeds and articles.
Interactions and a less static feel
Possibility to send questions to players that will be answered during live Q&A sessions, sending reactions that will be shown on the telebim during the game.
Using metaverse for an even more interactive experience: virtual games, the possibility to play on the field during a break, playing with an avatar of a favourite player, training with a coach.
Gamification: loyalty programme with prizes like "win a shirt of your favourite player" or "your question will be 1st on Q&A".
Flexibility of use
App working on TV, desktop, mobile and even car or a watch (listening option) so that users can switch between devices and still follow the game even if they can't watch it.
Sources of revenue
Betting option within the app; in-app ads (more relevant and personalised, shorter: 3-5 sec instead of 30); pay per view; selling merchandise; more prolonged engagement within the app means more ad time; product location; B2C options; metaverse options could also be monetised.
Some of the solutions that I have added to mcokups