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

1

2

3
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

Interviewees indicated this is the main tool they are currently using to organize basketball games.
​
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.
​
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:
-
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.
​
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:
-
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.
​
DESIGN IMPLICATION:​
The new design of setting the schedule is easier to use
​
​
DESIGN A/B TESTING
GOALS:
-
Test satisfaction and usability of filters feature.
-
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
-
Option A highest category seam to be redundant.
-
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
