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The global audience's demand for the remote viewing experience of sports events has been continuously rising. In major international events such as the Olympics, a seamless and immersive viewing experience has become increasingly crucial.
To welcome the 2032 Brisbane Olympics, we have created the "SphereCast" platform, which, with the help of VR headsets and mobile applications, provides viewers with a 360-degree immersive viewing experience of the Olympic Games events.
PROJECT GOALS
To create a multi-platform solution that combines the convenience of mobile technology with the immersive capabilities of VR, breaking through the traditional viewing mode.
To add interactive functions (such as selectable camera angles, real-time match data, social interaction, etc.) to enhance the sense of viewer participation and create a more social and community-oriented viewing experience.
DELIVERABLES
An optimised platform prototype, covering personalised viewing paths, various interactive functions, and education-related content about the events.
A high-fidelity prototype, along with the completion of the analysis of user test feedback.
Usability Heuristics
Personalised Event Viewing
SphereCast enables real-time Olympic viewing through VR with customisable camera angles and 360-degree panoramic views. Integrated real-time data, social interaction, and content sharing deliver a comprehensive and immersive event experience.
Immersive Experience
Utilising augmented reality (AR) and advanced display technology, SphereCast provides a 360-degree experience that bridges the gap between live and virtual attendance. Real-time data overlays enhance engagement and viewing satisfaction.
Simplicity & Accessibility
The platform’s intuitive interface caters to all age groups and tech skill levels, ensuring a seamless Olympic experience for a broad audience.
Interactive Multi-Angle Features
Users can switch between camera angles, view real-time statistics, and join live chats, transforming passive viewing into active engagement.
Educational & Inclusive Coverage
Beyond just viewing, the platform enriches the user experience with educational content, including athlete profiles and competition rule explanations. This feature appeals to both dedicated fans and casual viewers, fostering understanding and inclusivity.
Community Engagement
Live chat and in-app commenting features transform the viewing experience, fostering a sense of global community and real-time interaction, bringing people together over shared moments.
Resonating with Modern Desires
By merging mobile access with VR capabilities, SphereCast aligns with the modern demand for customized and innovative experiences, redefining how global audiences connect with the Olympic spirit.
"SphereCast" VR Interactive Prototype
IMPACT
SphereCast breaks the traditional way of watching sports events, bringing users an innovative, highly interactive, and immersive event experience.
User testing shows that 90% of the testers believe that the platform significantly enhances the sense of event participation, and the multi-angle viewing and real-time data feedback functions have received high praise.
According to the Final User Test:
Multi-Angle Viewing & Real-Time Data
significantly enhances the sense of event participation
90%
FRAMEWORKS
Double-Diamond Design Model
PROCESS OVERVIEW
01
“DISCOVER”
Research Phase
Through user research and market analysis, we identified the pain points of current sports event viewing platforms: lack of immersive experience, poor interactivity, data delay, etc.
Based on these issues, we determined the core needs of users and clarified the product design direction by creating user personas, jobs-to-be-done and user journey maps.
02
“DEVELOP”
Prototype Phase
We completed the design of the low-fidelity wireframes of SphereCast in Balsamiq Wireframe and Figma carried out multiple rounds of user testing and feedback iteration.
According to the prominent demands of users for interactivity and multi-angle viewing in the testing, we added selectable camera angles and real-time chat functions in the med-fidelity and high-fidelity prototype designs.
03
“DELIVER”
Final Deliver Phase
The final solution is a high-fidelity prototype, covering the design of mobile applications and VR devices. Users can freely switch camera angles, view match data, and participate in real-time discussions through an intuitive interface.
All designed functions have been verified by usability testing.
SKILL DEVELOPMENT
User Research & Competitor Analysis
Through in-depth interviews and market research, we analyzed the shortcomings of existing sports event live broadcast platforms. Through competitor analysis, we extracted the core demands of users for immersive experiences, enhancing our abilities in user research and demand analysis.
High-Fidelity Prototype Design & User Testing
We used Figma and VR design tools to design the high-fidelity prototype of SphereCast. With the help of the System Usability Scale (SUS), we carried out multiple rounds of user testing and feedback collection, enhancing our skills in interaction design and user experience optimisation.
CHALLENGES & REFLECTION
Diversity of User Needs
In this project, differences in event participation and needs among viewers (e.g., sports fans and ordinary ones) challenged the design. We added educational and chat features, but feedback showed it didn't fully engage ordinary viewers, and sports fans wanted deeper interaction. We now know multi-level user segmentation early in design is key for predicting needs. Future designs will focus more on detailed demand exploration for an ideal user experience.
Time Management
Later in the project, high-fidelity prototype design and test-feedback cycles overlapped, squeezing time for function optimisation. Haste led to unverified design decisions and later corrections. I realise we need stricter initial time allocation, especially buffer time for high-fidelity prototypes. Future projects will use the "rapid iteration + continuous feedback" mechanism to avoid hasty late-stage adjustments.
Balance of Multiple Interests
Meeting user needs while considering the platform operator's commercial goals and brand value was a trade-off. Adding educational content required maintaining brand tone and attracting quality users. Design is user-oriented but also needs to balance stakeholders' interests. In future multi - party projects, I'll start cross-departmental communication earlier to meet user needs and business/brand goals.