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Hooper

Designed to help basketball enthusiasts do what they love, together 

RESEARCH METHODS

Generative Research | Competitive Analysis | Usability Testing | Design A/B Testing 

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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

  • Allow users to explore and join games around their location and schedule.
     

  • Allow flexibility in games scheduling.
     

  • Encourage users to play on a recurring basis.

With players at the same skill level

  • Categorize games by skill level and competitiveness.
     

  • Design for all skill levels. 
     

  • 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

  • Encourage accountability.
     

  • Allow users to validate the people they are going to play with.
     

  • Allow users to make bonds and connect with other players.
     

  • Maintain and encourage transparency.

People can sometimes be petty and obnoxious... But the more you play with someone the less they complain​

COMPETITIVE ANALYSIS
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WhatsApp

 

Interviewees indicated this is the  main tool they are currently  using to organize basketball games.
 

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Playo

  • Offers 50+  different sports.

  • Focuses on improving and practicing.

  • Both B2B and B2C.

Bvddy

  • Offers 70+  different sports.

  • Focuses on meeting people through shared sport activity.

Smatch

  • Focuses on meeting people through shared sport activity.

  • Not specific to any sport.

Meetup

  • Focuses on one time events.

  • 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.

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PERSONAS
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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

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DESIGN CONCEPT

If you want to shoot, shoot don’t talk

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 Minimize distraction and help the users stay focused on their goal -

to maximize game frequency and quality.

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This is not an app for friends to meet and play basketball, but an app for Hoopers to play basketball and meet friends.

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USABILITY TESTING
QUALITATIVE

MAIN FINDINGS:
 

  • Participants could easily find and host a game.

  • Participants showed interest in the social aspect of the app. Meaning, add friends, look up other users, share a game etc.

  • Participants indicated that the app function better than WhatsApp, also providing organization solutions for games. 

  • 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.


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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.

 

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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:

 

  • 100% success and a low Avg. of time duration (3.7s)

  • Level of easiness was rated at a high Avg. (4)

  • 3.7 average seconds per screen. 29.6 seconds in total.

  • 25.7% misclick rate.

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DESIGN IMPLICATION:​

 

The new design of setting the schedule is easier to use

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DESIGN A/B TESTING 

GOALS:
 

  1. Test satisfaction and usability of filters feature.

  2. Compare the accuracy and satisfaction of two skill level scales.


 

PARTICIPANTS:

 

42 participants distributed evenly. Both experienced and newbie amateur basketball players.

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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.

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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

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RESULTS & CONCLUSIONS

SKILL LEVEL SCALE
  • Option A highest category seam to be redundant.

  • Most common confusion was between the middle levels (Fundamental and Intermediate) in option A.

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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

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UI DESIGN ITERATIONS

© 2021 by Mor Sasson

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