Designing an Apple smartwatch football performance tracking application for amateurs, where they can record and track their football game performance data.
The problem:
Amateur football players are using running apps on their apple smartwatches to track their football performance. Where running apps capture the same physical data used in basic football analysis. The interpretation of the data is what differs in the activity. Where it does not produce clear football performance indicators.
The goal:
Is to allow the recording of more relevant football data and produce clear football performance indicators, that the amateur player can use to assess and improve their performance on the pitch.
The responsibilities:
I have been given the responsibility of designing the UX and UI of the Apple smartwatch application, user research, wireframing, user flow, and prototyping.
The user wants to know everything and only what they want
In-person interviews with amateur football players are looking for a way to assess their performance on the pitch, where they can see an actual measurement of their performance, but not every information is relevant, and even relevant information in a lot of cases does not translate well to tangible information the player can easily understand and benefit from.
The user is a young professional who is a football fan and an amateur player. Who is looking to improve his performance on the pitch using his wearable without the need to buy a dedicated expensive tracker for football matches only, but none are made to fit the application, as they don't show proper information and lack ease of use.
Excelsior!
The wireframe of a minimal movement at a high pace.
Taking the time to draft iterations of each screen of the app. Ensuring the elements making it to digital wireframes are well-suited to address the user pain points. As the initial design phase continued, I made sure to base the screen designs on the feedback and findings from the user research.
- Touchpoints need to be big.
- Having both the options to swipe and tap.
Following the user when they are playing a game, the user is always running and moving during the match so all of the information recorded needs to start with the start of the match and end with it. During that time inputs by the user should be kept to a minimum and information should be easy to glans at once, without the need to go through menus or other screens.
Based on the usability study findings the user is looking for glanceable related information without going through menus.
The final high-fidelity prototype presented a cleaner user flow that met the user's needs for stress-less information. Also, the use of graceful degradation helped utilize small real estate.
The app makes users see more into their performance without the need for a lot of input.
One quote from peer feedback:
“Everything at a glance I like it”
I learned that the first ideas for the app are only the beginning of the process. Usability studies and peer feedback influenced each iteration of the app’s designs.