MORSASSON
Hooper
Designed to help basketball enthusiasts do what they love, together
RESEARCH METHODS
Generative Research | Competitive Analysis | Usability Testing | Design A/B Testing

TARGET USERS'
MAIN PAIN
Interviews with 5 amateur basketball players revealed a gap between the Intention of playing basketball
and the frequency of actually playing.
THEMES &
DESIGN IMPLICATIONS

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Play in times that fit the schedule
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Allow users to explore and join games around their location and schedule.
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Allow flexibility in games scheduling.
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Encourage users to play on a recurring basis.
With players at the same skill level
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Categorize games by skill level and competitiveness.
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Design for all skill levels.
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Encourage to play more, not better.
“When I have time to play I reach out on whatsapp but most of the times I end up not playing because the people I know are unavailable”
“You don’t want someone who doesn’t know how to play basketball on your team, but at the same time, you also don’t want a Michael Jordan”
At a high degree of fairness
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Encourage accountability.
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Allow users to validate the people they are going to play with.
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Allow users to make bonds and connect with other players.
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Maintain and encourage transparency.
“People can sometimes be petty and obnoxious... But the more you play with someone the less they complain”
COMPETITIVE ANALYSIS
Interviewees indicated this is the main tool they are currently using to organize basketball games.
Playo
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Offers 50+ different sports.
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Focuses on improving and practicing.
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Both B2B and B2C.
Bvddy
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Offers 70+ different sports.
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Focuses on meeting people through shared sport activity.
Smatch
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Focuses on meeting people through shared sport activity.
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Not specific to any sport.
Meetup
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Focuses on one time events.
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Not specific to sports.
Apps in the market are simply not designed for the specific audience's needs.
The main app in use lacks the tools and options for efficiently organize a game that fit the needs and users are limited only to the people on their contact list.
PERSONAS

Sean Game Seeker
It’s been a while since he played basketball in his school’s team. Not only that his basketball skills are a bit rusty, he also didn’t keep in touch with his old teammates.
Sean would love to work into his tight schedule two days a week to get back in his basketball shape
Mike Game Creator
Back in the university, he used to arrange weekly basketball matches with his classmates.
Today he has a busy career.
Now, that his kids have grown, he wishes to spend his free evenings playing basketball.
He is looking for a simple way he could organize matches at the park where he works, with people at his skill level

USABILITY TESTING
QUALITATIVE
MAIN FINDINGS:
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Participants could easily find and host a game.
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Participants showed interest in the social aspect of the app. Meaning, add friends, look up other users, share a game etc.
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Participants indicated that the app function better than WhatsApp, also providing organization solutions for games.
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Participants expressed their need for the day and time filter to be more customizable.
RESEARCH QUESTION:
Can users easily find and host a game?
METHOD & PROCEDURE:
5 amateur basketball players were asked to think aloud while finding a game in a specific day and time and skill level and opening a new game in a specific location, schedule and skill level.
DESIGN IMPLICATIONS:
Re design day and time settings to a more customizable form
Enable sharing a game via multiple channels (WhatsApp, Facebook, email, messages)
Design a network wireframe with personal profile and search looking for other profiles
QUANTITATIVE
GOAL:
Assess the use of a new day and time filter.
METHOD & PROCEDURE:
Using Maze software, 12 users within the target audience were asked to complete a task of setting the schedule according to a specific day and time, following a survey to assess satisfaction on a scale of 1-5.
MAIN FINDINGS:
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100% success and a low Avg. of time duration (3.7s)
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Level of easiness was rated at a high Avg. (4)
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3.7 average seconds per screen. 29.6 seconds in total.
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25.7% misclick rate.
DESIGN IMPLICATION:
The new design of setting the schedule is easier to use
DESIGN A/B TESTING
GOALS:
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Test satisfaction and usability of filters feature.
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Compare the accuracy and satisfaction of two skill level scales.
PARTICIPANTS:
42 participants distributed evenly. Both experienced and newbie amateur basketball players.
METHOD & PROCEDURE:
A
B
Find a game with filters enabled.
5 point skill level scale words recognition task
and satisfaction rating.
Find a game with filters disabled.
4 point skill level scale words recognition task and satisfaction rating.

RESULTS & CONCLUSIONS
FILTERS
High tendency for clicking on the unclickable filters icon rather than the filter categories
Filters are a necessary feature in reducing time spent to find a game and increasing satisfaction
Categories should be consolidated behind a single Filter button

RESULTS & CONCLUSIONS
SKILL LEVEL SCALE
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Option A highest category seam to be redundant.
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Most common confusion was between the middle levels (Fundamental and Intermediate) in option A.
Skill level scale should be 4 point scale with option B categories
HIRARCY RECOGNITION
AVG. SATISFACTION
DISTRIBUTION
Note: A balanced distribution of skilled players and newbies is kept between the groups

