Tennis Match-Making

Connecting tennis players in rewarding match play experiences through market and user research.

Overview

As a tennis player myself, I’ve experienced how challenging it can be to find similar players and schedule matches.

For my Sen
ior Thesis, I developed a concept that allows tennis players to connect with each other in seamless, successful match play experiences.

My Role

Lead Product Designer

Timeline

Aug - Dec 2021, 4 months

Technology

Adobe XD

Miro

1. Research

The Context:

Current methods of getting playing time, such as tennis lessons or clinics, can be expensive and involve commitment. Online meetup services often fail to provide players with a successful connection experience.


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

The Problem:

I started by reviewing the interfaces, features, and feedback of current player-finding services to understand the current landscape. I noticed two recurring issues.

Accountability

People frequently encounter fake accounts, no-shows, and unreliable scheduling, leading to frustration and disengagement.

Simplicity

People want an easy way to find similar players, but current services are cluttered with extra features like social media feeds, coaching, and leagues.

Design Goal:

How could we create an engaging experience that makes tennis more connected for all enthusiasts?

1. Research

The Context

Problem Identification

2. Ideation

Feature Proposals

Concept Sketches

Information Architecture

3. Testing

User Surveys

Concept Refinement

4. Visual Design

Low-Fidelity Design

High-Fidelity Design

2. Ideation

User Journey

I began by forming a concept foundation and brainstorming ways to address current issues.


I focused on ensuring that matches were easy to find, accountability was prioritized, and participation was engaging for all users.

Find Players

Users can explore profiles of nearby tennis players and send match requests.

Find Matches

Users can also join nearby matches or create their own, increasing opportunities for spontaneous play.

Match Confirmation

Players must confirm their availability before a match – unconfirmed matches are automatically canceled.

Submit Results

Players can increase their in-app score by optionally submitting match results or simply by playing matches.

Information Architecture

Following these proposals, I created a high-level diagram to visualize concept navigation and structure.


This ensured navigation to these features was quick and identified screens that needed to be built.

3. Testing

User Surveys

I wanted to get feedback on my concept so far, but post-COVID challenges made in-person connection difficult. Instead, I conducted a survey of 20 tennis players, from professionals to casual players on campus.


Their responses provided validation for my concept. However, it also revealed one crucial insight…

Key Discovery

80%

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

Redirection

Since players preferred to connect directly, I replaced the 'Find Matches' feature with an 'Interested' or 'Not Interested' option.


This streamlined the user journey and eliminated previous friction points, such as requesting to join a match and waiting for a response. I visualized the old and new user journey below.

New Proposal

'Match' with Players

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

4. Visual Design

Wireframes

From here, I designed wireframes of key screens in Figma, incorporating final features and functionalities.

Sizing-Up Players

Essential Information

I focused on designing profiles with only useful information, such as skill level and experience, to help players quickly size-up others.

Player Tags

I added a design feature where users can choose tags that reflect their play style, such as 'Serious Player' or 'Looking to Rally'.

Engagement & Competition

Rankings

Users can view scores of nearby players or those they've connected with and can improve their score simply by playing matches.

Totally Optional

Entering match results can also increase a player's score, but this is optional for non-competitive players.

Accountability

Player Confirmation

Players are required to confirm their availability before each match.

Hard Requirement

If one or both players don't confirm beforehand, the match is automatically cancelled and players will need to setup a match again.

5. The Results

Wrapping Up

I presented my concept at the Senior Thesis Exhibition, showcasing my case study and high-fidelity prototype.


This project reinforced the value of iterating on early design ideas and incorporating user feedback to create a successful solution, from connecting with players to getting on the court.

Hunter Guinn

© 2025 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on March 16, 2025

Hunter Guinn

© 2025 Hunter Guinn. All Rights Reserved.

Last updated by Hunter on March 16, 2025