MatchPoint

My Role

Lead Product Designer

Timeline

Aug - Dec 2021, 4 months

Tools Used

Adobe XD

InVision

Miro

Overview

Despite tennis increasing in popularity, there still lacks an effective digital solution tailored to the needs of the players.


For my Senior Thesis, I created a mobile prototype that allows tennis players of all skill levels to connect with similar players nearby and engage in rewarding match play experiences.

Read my process below

Step 1 of 6 – Research

Identifying Current Issues

What is the problem?

As a tennis player myself, I know finding similar players to hit with and scheduling matches can be a challenge.


Current methods of getting valuable playing time, such as lessons and clinics, can be expensive and involve commitment. Additionally, meetup services and online groups often fail to provide players with a seamless, successful connection experience.

The Challenge

The Challenge

How can we create a seamless, engaging experience that makes tennis more connected for all enthusiasts?

Current pain points

One of the first steps in my process involved conducting a competitive analysis of current tennis player-finding platforms. I noticed two consistent themes of unmet user needs.

Finding 1: Simplicity

People want to find similar players, but platforms are oversaturated as they incorporate social media feeds, coaches, leagues, and more.

Finding 2: Accountability

People are encountering fake accounts and no-shows on the court, leading to a lack of accountability and engagement.

Current users

A primary focus was ensuring MatchPoint meets the needs of all tennis players. I researched and developed three different user personas to highlight their tennis experience, goals, and frustrations.

User Personas

Step 2 of 6 – Conceptualization

Brainstorming Features

How might we…

Based on my research, I came up with the following to center my feature proposals around:


How might we address pain points and gaps in the market, such as accountability, abandonment, and engagement?

1. Pre-Match Confirmation

Players are required to confirm availability before a match – unconfirmed matches are automatically cancelled.

2. Post-Match Results

Players can submit their match results to increase in-app score – this is optional for those who want non-competitive play.

Feature Proposals

How might we…

In addition, my feature proposals centered around solving the following:


How might we add value to the user's player-discovery experience while keeping features minimal?

1. Nearby Players

Users can discover tennis players nearby and tap on a profile to send a match request.

2. Nearby Matches

Users can join matches created by players nearby, and create their own match.

Feature Proposals

Information architecture

Drawing from my research findings, I put these feature proposals together and defined essential screens to address both market opportunities and user needs.

Information Architecture

Step 3 of 6 – User Survey

Surveying Tennis Players

Let's test it out

I wanted to get feedback on my concept so far before I get locked into design solutions that wouldn't be user-centered.


I conducted a survey among the Marist College tennis team to gather feedback about their tennis background, match play preferences, and if a player-finding app would be useful.

User Survey

The Problem

The Problem

80% of tennis players prefer to connect with others rather than joining matches that players create.

One crucial discovery

Initially, users would be able to discover both players and matches nearby. However, 8 out of 10 tennis players preferred connecting directly with specific players to arrange games.


Collaborating with my professor, we pivoted from match creation to prioritizing player-to-player connections. We replaced the match-finding feature with an "Interested" or "Not Interested" option on profiles, allowing players to discover others first, then setup a match after mutual interest.

Nearby Matches

Users can join matches created by players nearby, and create their own match.

'Match' with Players

If both players are interested in playing with each other, they're matched and can then create a match.

Show new changes

Information Architecture – Updated

Show new changes

Information Architecture – Updated

Show new changes

Information Architecture – Updated

Step 4 of 6 – Low-Fidelity

Putting It All Together

Design Goals:

Create a form of accountability to prevent no-shows and cancelations.

Design profiles with detailed skill level, experience, and interests to help players size-up others.

Ensure a seamless experience from matching with a player, setting up a match, and arriving on the court.

Starting in-low fidelity

I began sketching out the design to visualize potential layout options. I translated these sketches into low-fidelity wireframes in Figma, incorporating final features and functionalities.

Concept Sketches

Low-Fidelity Wireframes

Step 5 of 6 – High-Fidelity

Establishing the Final Design

Design Styleguide

1. Sizing-Up Players

Essential Information

Including useful information such as skill level, score, and wins/losses.

Player Tags

Users can choose profile tags such as 'Serious Player' or 'Looking to Rally'.

2. Engagement & Competition

Friendly Competition

Users can accumulate points by participating in matches and submitting scores.

Completely Optional

Entering match results is optional for competition only when users want to participate.

3. Addressing Accountability

Player Confirmation

Each player is required to confirm their availability before an upcoming match.

Hard Requirement

If one or both players don't confirm, the match is automatically cancelled beforehand.

Step 6 of 6 – Deliverable

Wrapping Up

Thesis Presentation:

At the end of the semester, I had the privilege of presenting my project at the Senior Thesis Exhibition, where I showcased my case study alongside my high-fidelity prototype.


Throughout the project, I encountered several challenges, which taught me the value of real-world feedback and importance of flexibility when changing directions.

Project Takeaways:

User-Centered Foundation

Understanding pain points and current market gaps first allowed for a user-centered design process.

Collaborative Problem-Solving

Engaging with my professor and tennis players ensured the final solution was grounded in real-world needs.

Next Project

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© 2024 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on January 10, 2025 at 9:40 PM

© 2024 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on January 10, 2025 at 9:40 PM

© 2024 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on January 10, 2025 at 9:40 PM