MatchPoint
My Role
Product Design Lead
Timeline
Aug - Dec 2021, 4 months
Tools
Adobe XD
InVision
Miro
Project Overview
Despite tennis increasing in popularity, there still lacks an effective 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.
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. Using meetup services or online groups can also pose a challenge.
Despite a 22% increase in tennis participation in 2021, with 4 million players being new players, there is still a lack of an effective digital solution for the players (USTA, 2020).
Conventional methods of play can be expensive and require commitment, presenting a high barrier-to-entry for some.
Current meetup services fail to provide players with a seamless, successful connection experience.
How can we create a seamless, engaging experience that makes tennis more connected for all enthusiasts?
Understanding the market
One of the first steps in my process involved conducting a competitive analysis of current tennis player-finding platforms to identify unmet user needs.
Through my own exploration of these platforms and a review of user feedback, I noticed two consistent themes of shortcomings.
Finding 1: Simplicity
People want to find similar tennis players to hit with, but platforms are feeling oversaturated as they try to incorporate social media feeds, coaches, and leagues.
Finding 2: Accountability
People are encountering fake accounts and no-shows on the court, leading to a lack of accountability and diminished user engagement within the market.
Understanding the users
A primary focus was ensuring MatchPoint is inclusive of all tennis players, from different skill levels and playing preferences.
I developed three different personas to highlight their tennis experience, goals, and frustrations, guiding my design decisions towards meeting their needs.
User Personas
Step 2 of 6 – Conceptualization
Brainstorming Solutions
How might we address pain points and gaps in the market, such as accountability, abandonment, and engagement?
Feature proposals:
1. Pre-Match Confirmation
Each player is required to confirm their availability before an upcoming match. Any unconfirmed matches are automatically cancelled.
2. Post-Match Results
Players can submit their match results after playing. This is optional for those who prefer non-competitive play.
How might we add value to the user's player-discovery experience while keeping features minimal?
Feature proposals:
1. Discover Players
On the 'Nearby Players' screen, users can explore nearby tennis players and tap on a profile to both learn more about their background and send a match request.
2. Join Matches
On the 'Nearby Matches' screen, users can join matches created by players nearby and set up their own match.
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 College Tennis Players
Let's test it out
I wanted to get feedback on my ideas and proposals so far, especially before I get locked into design ideas that wouldn't be centered around end-users.
From this, 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
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.
Join Matches
On the 'Nearby Matches' screen, users can join matches created by players nearby and set up their own match.
'Match' with Players
If both players are interested in playing with each other, they are matched and then able to message and create a match.
Step 4 of 6 – Low-Fidelity
Putting It All Together
North Star design principles:
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 by sketching out concepts to visualize initial design directions and potential layout options.
From there, 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 Only
In my emphasis on player-to-player connections, I included only useful information such as skill level, in-app score, and wins/losses.
Player Tags
In account creation, users can choose tags for other players to gauge their style, 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, fostering healthy competition only when users want to participate.
3. Addressing Accountability
Player Confirmation
Each player is required to confirm their availability before an upcoming match, eliminating no-shows.
Hard Requirement
If one or both players fail to complete the reminder before the scheduled match, it's automatically cancelled.
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
Defining pain points and current market gaps first allowed me to prioritize user needs for a user-centered design process.
Collaborative Problem-Solving
Engaging with my professor and seeking feedback from tennis players ensured the final solution was grounded in real-world needs.