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.

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. 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.

The Challenge

The Challenge

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

Theme 1

Theme 1

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.

Theme 2

Theme 2

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

Key Discovery

Key Discovery

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.

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

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.

Next Project

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© 2024 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on November 16, 2024 at 4:57 PM

© 2024 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on November 16, 2024 at 4:57 PM

© 2024 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on November 16, 2024 at 4:57 PM