Globalizing Olympics Streaming App
Case Study
Project Brief
At the time of the 2020 Tokyo Olympics, people all over the world anticipated the games through various local television networks and social media posts. Limiting users to stream their participating countries live or even rewatch the event. While there is a centralized Olympics app, navigating through it is limiting users who have access to their linked TV provider.
Overview
I recreated a platform for Olympics streaming service focusing on the personalized and globalized platforms for users to stream their country.
Role
Lead Designer and User Experience Designer
Outcome
This case study was presented in class for an independent Senior project DES 627: Topics in Visual Communication design focused on User Experience Design.
Tools
Figma | Photoshop | Illustrator
Relevant research
Watching the Olympics has been a UX nightmare
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Separate Events
With the amount of sporting events, televised shows is limited to popularity of sports. Users are not able to select the show that they are interested in watching.
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Participating Countries
This is a global issue to address and large user experience issues to tackle with.
User Problem
Global user experience would be difficult to encompass, so focusing on one immigrant perspective will help develop this hypothetical solution and allowing users to have that same accessibility from the rest of the world.
Problem Statement
How can we identify the needs of users and establish a better streaming service platform across the globe?
User Persona
Name: William Saetang
Age: 13 years old
Education: High School
Hometown: Bangkok, Thailand
Occupation: Student/Athlete
Aspirations
The user would like to get access to streaming platform for the sporting events
User preferably would need translation and close captioning for streaming.
User has limited bandwidth and wants different video quality to adapt on available local network anywhere and anytime.
Frustrations
William’s time to watch international games is on different local timezone and live events is hard to catch up.
User is unable to get access on full clips of the game.
User feels uninspired when not seeing and supporting their country live.
William Saetang is 13 years old and a high school student-athlete. He gets inspiration when watching videos of his favorite star athlete and he anticipates the upcoming Olympic games. He specifically watches swimming events. There’s plenty of streaming applications but mostly it’s all paid for and he could not afford the services. William wants something that he can watch at his own convenience. It would be helpful for him to watch at any given time and watch previous events and record it due to the local time difference of the Olympic events.
User Flow
Emotion Mapping
Wireframing
Simplifying the flow of users to stream the Olympics while easily navigating through a single platform focused on Olympics.
Information Architecture
Low fidelity Prototyping
Design Concept
Visual Identity
Design Concept
Visual Identity
Takeaways
This hypothetical design addresses the current situation of selective and exclusive streaming for the sporting event.
I develop the understanding of fulfilling the need of users. Despite of the small sampling, the priority was to develop the platform for a global experience in streaming the Olympics.