Designing immersive displays for hall of fame inductees

Tools

Role

UI/UX Designer

Timeline

4 months

Background

Recognizing honored athletes, spotlighting prospective students, and bringing sports highlights to life

Furman University in Greenville, SC houses an arena that underwent major renovations to reimagine the college basketball game day experience. Under the direction of a Creative Director, I worked alongside another experience designer to transform Furman's hall of fame and game highlights into interactive displays.

My role included secondary research, sitemaps, iterative wireframing, user flows and prototyping, UI design, as well as leading coordination and preparation of media content and files between the client and developers.

Our goals

Who are we designing for?

Student athletes

Furman University's sports athletes, especially those a part of men's and women's basketball programs with major operations in the arena

Sports fans

Family, friends, and enthusiasts of Furman University's various D1 sports games and other high-level college athletic events

Hall of fame inductees

recognized athletes, coaches, and honorary inductees to Furman Athletics Hall of Fame

Prospective students

current high school-aged student athletes with interest in Furman University sports programs

Secondary Research

What makes large touchscreen tech different?

Knowing that we aimed to use large display kiosks, I researched the problem space from a tech-first perspective to have a foundation in knowing what works and what doesn't.

gesture_select

Inputs on large scale touchscreens require more effort.

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Interactions do not always function the same as a handheld touchscreen or other systems with peripheral inputs.

accessibility_new

Build and physical context is intrinsically related to the digital screen.

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Location, angle, and spacing are key considerations when building an interactive digital display.

target

Touch targets should be large and well-spaced.

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Large scale and static touchscreens have a large field of view and require considerations such as arm reach and height.

timer_arrow_down

Users are not expected to stay here for a long time.

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This activation would live in the lobby of an arena, typically a high-traffic area for game day visitors and teams.

gesture

Stick to natural intuitive gestures.

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These displays amplify the nature of user input and we want to avoid diverting from users' mental models and cause friction in an already unfamiliar setting.

Information architecture & sitemaps

What data do we already have? And how do we organize it?

We laid out how we anticipated organizing the existing hall of fame and video highlight data and how users can navigate through the activation. Important features could be organized into three main use cases:

Directed experience

"As a user, I know the athlete or video I am looking for and want a way to easily find what I am looking for."

Spontaneous experience

"As a user, I am quickly exploring information on athletes and highlight reels with no guidance or specific goal."

Guided experience

"As a user, I am carefully exploring information on athletes and highlight reels with the intention of learning more valuable insight about the Furman Athletics program."

Sitemaps

Splitting experience into two swappable modes

Three distinct categories of data stood out that we divided into two modes that would offer more focused opportunities for different user groups:

Hall of Fame


Full database of inductees with metadata on each individual's sport(s), graduation class year, and induction year. Some included images and descriptions.

Paladin Highlights


Untagged videos and images from prominent games and throughout Furman Athletics history.

Fullscreen Takeovers


Custom fullscreen takeovers curated as highlight reels and brand moments.