Design an all-in-one platform mobile app for young sports athletes and their parents to connect worldwide.
Conduct user research with sports inspiring teenagers and their parents.
Pen, Papers, Google survey, Miro, Keynote, Design Thinking activities, Figma
User Research, UX/UI Design
Sports have a predominant place in our current society and continue to develop. It is already well-known that sports have many health and social benefits for humans of all age.
In a study conducted by Deloitte, the sports industry is expected to continue to grow, reaching a value of $614.1 billion by 2022.
Today, parents are more involved in youth sports than ever. However, they struggle to get the correct information on how young athletes can pursue a professional sports career. There are not online communities specialised in this matter.
The J.A.Z app wants to create an online community for junior athletes around the world that share the same passion in their respective sport (swimming, tennis, football and basketball).
On the first place, we had to identify the product’s value proposition opportunities.
We needed answers for the following hypothesis:
- Will youngsters be interested to connect with other young athletes globally and/or locally?
- Will parents be interested to connect with other parents to have and/or share information?
- If there are any, understand which important information parents and young athletes are missing to get today?
- Understand what type of long term goal children have through their practice of their sport?
We conducted two types of surveys. One was for the young athletes and the other one for the parents. The objective was to get both quantitative and qualitative data from our main user targets.
For the parent study, we received 96 respondents. They were from all social classes, involved in the sport’s activity of their children. They are usually following the kids in their sports competition.
For the kid study, we received 55 respondents. They were boys and girls aged from 10 to 18 years old. They practise sports activities at least four times a week and are actively connected online.
A diary study is a research method collecting qualitative data about user behaviours and actions over time.
For this, we followed three athletes teenagers over two weeks. We could observe their behaviour in their natural environment (home, school and sports field).
Connect with other athletes: 95% of the respondents express interest in connecting with others locally and internationally.
Opportunity: A chat feature to create an online community
Interest in sports scholarship: 85% of the kids are interesting to know more about sports scholarship — 65% don’t know the admission process. Parents choose “learn more about university scholarship” as #1 priority.
Opportunity: Parents want to develop their kids holistically
Find the relevant information: 55% don’t find what they are looking for and 35% spends too much time doing so.
Opportunity: Centralise information with a visually pleasant interface
Our research findings helped the client to understand the future audience better. From there, we could move on to the definition of the overall product with more confidence.
In close collaboration with the product owner/founder, I conducted several design thinking workshops to set up and refine the product architecture.
Examples of design thinking activities that have been conducted:
HMW - How Might We
HMW questions are about capturing and understanding all the different perspectives and all different part of the challenge and about aligning the team on understand that challenge.
Open Card Sorting
Card sorting is a method used to help design or evaluate the information architecture of a site.
It is a fast sketching exercise that challenges people to sketch eight distinct ideas in eight minutes. The goal is to push beyond your first idea, frequently the least innovative, and to generate a wide variety of solutions to your challenge.
The client was requesting many features to be part of the product.
So we ask ourselves, how to fit all the needed features without sacrificing the user experience?
We had to design a first prototype to test with real users to get answer from the real world.
Low fidelity prototype
Low fidelity prototype include the most basic content and visuals that allows the participants to interact with the interface and information architecture.
In total, we did three rounds of usability testings with five users (in-person and online).
After each round, we collected and analysed the feedback to refine the prototype before proceeding to new testings using a tool called the rainbow spreadsheet.
The test & refine process took us a few weeks to polish the final design of the mobile app with high fidelity wireframes.
A style guide serves as a design and development tool that provides visual language elements such as typography, color palette, ui components. It provides guidance for the engineering team that will create the live product.
High Fidelity Prototype
High-fidelity prototypes take the user as close as possible to a true representation of the user interface. It also helps the development team to understand the interaction of the different screens.
Hand off to the engineering team for implementation
After leading the overall design and research process, we could confidently pass on the work to the development team that created the live product based on the design requirements.
The J.A.Z app will soon be live on the App Store and Google Play.
Thank you for having taking the time to consult my work.
Client trust the design process - He understood the benefits of following the design thinking process along the way.
Difficulties to implement all the features - There were too many features that impacted the overall user experience and communication. We had to do several revisions and usability testings to make final decisions on non-essentials features.