Designing user experience of an application for live ice hockey game context
Kemppainen, Jaakko Juhani (2018)
Kemppainen, Jaakko Juhani
2018
Tietotekniikka
Tieto- ja sähkötekniikan tiedekunta - Faculty of Computing and Electrical Engineering
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Hyväksymispäivämäärä
2018-03-07
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tty-201802201278
https://urn.fi/URN:NBN:fi:tty-201802201278
Tiivistelmä
Mobile applications are becoming the norm of digital content. One recently emerged application area is sports. This thesis describes a study and design conducted for an ice hockey themed application. The application's main objective is to enhance the spectator experience of ice hockey fans.
The main research objective of this thesis is finding out what kind of user experience needs are there in a live spectating setting for a mobile application. Secondly, based on these findings, a design is proposed and the success of this design is validated using a questionnaire.
This study uses several methods for creating the application design. First, a literature review for existing theory is conducted. Using SWOT analysis, a competitor analysis is performed. User research is conducted using interviews and prototype evaluations. Based on these findings, information guiding the application design is constructed in form of personas, experience goals and context scenarios.
User needs in the application context corroborate previous research: watching ice hockey is more than passive entertainment. Spectators view the game as a social event. They want to meet friends and family. Avid fans of ice hockey wish to know more detailed information of the game and its events. They also want a centralized location to fetch this data from. For this, this thesis presents a technological solution. The main finding regarding the created solution is that while the solution has potential and arouses users' interest, there is a want for more detailed data.
Further research should be done in the direction of creating an application that spectators can use as a tool for creating co-experiences. Spectators are also interested in seeing the play situations in more detail, and for this, the proposed solution should incorporate video material of the plays delivered to the spectators phone.
The main research objective of this thesis is finding out what kind of user experience needs are there in a live spectating setting for a mobile application. Secondly, based on these findings, a design is proposed and the success of this design is validated using a questionnaire.
This study uses several methods for creating the application design. First, a literature review for existing theory is conducted. Using SWOT analysis, a competitor analysis is performed. User research is conducted using interviews and prototype evaluations. Based on these findings, information guiding the application design is constructed in form of personas, experience goals and context scenarios.
User needs in the application context corroborate previous research: watching ice hockey is more than passive entertainment. Spectators view the game as a social event. They want to meet friends and family. Avid fans of ice hockey wish to know more detailed information of the game and its events. They also want a centralized location to fetch this data from. For this, this thesis presents a technological solution. The main finding regarding the created solution is that while the solution has potential and arouses users' interest, there is a want for more detailed data.
Further research should be done in the direction of creating an application that spectators can use as a tool for creating co-experiences. Spectators are also interested in seeing the play situations in more detail, and for this, the proposed solution should incorporate video material of the plays delivered to the spectators phone.