Olympics Companion App

A dual-screen Olympic viewing experience that engages kids through gamified interactions, trivia, and live athlete overlays.

Project type: Interactive TV + Mobile App
Role: UX/UI Designer, Researcher
Tools: Figma, Google Forms
Duration: Q2 2024

Olympics App Demo

The Problem Statement

Despite the Olympics' global appeal, young viewers consistently struggle to engage with Olympic broadcasts, especially when it comes to lesser-known sports with complex or unfamiliar rules. Traditional, passive TV formats do not resonate with children who are used to interactive, dynamic digital experiences such as games and apps.

This results in reduced interest, confusion, and missed educational opportunities for young audiences. Parents also express concern about overstimulation and the developmental impact of extended, unengaging screen time.

There is a clear need for engaging, interactive, and educational solutions that bridge the understanding gap for young viewers, making Olympic broadcasts not just more accessible, but also supportive of children’s well-being and learning.

Research Stage

A multi-method approach to uncover insights about how kids engage with Olympic broadcasts.

Research Questions

These guiding questions shaped our investigation into how young audiences interact with Olympic content and what design interventions can improve their experience:

What challenges do children watching the Olympics face in understanding the rules and gameplay?
What impact does the lack of interactive tools, real-time statistics and child-friendly explanations have on children's engagement and enjoyment of Olympic broadcasts?
What types of interactive digital elements do children enjoy?
To what extent do existing broadcast platforms and applications meet the needs of children in providing accessible and engaging explanations of Olympic sports, and how can these be improved?

Online Ethnography

To support the problem space, I conducted an online ethnography using community insights from Reddit and Quora. These platforms offered unfiltered perspectives from parents and general users about why children struggle to engage with sports broadcasts.

Children/toddlers watching sports on TV – Reddit 🔗

A Reddit user highlighted the impact of traditional TV on young viewers, emphasizing overstimulation, reduced social interaction, and diminished learning time. This insight points to the need for more mindful, balanced digital experiences.

Reddit ethnography

Why don't children like watching sports on TV? – Quora 🔗

On Quora, users shared how children often feel frustrated by the lack of interactivity in sports broadcasts. Compared to video games where they have agency, TV makes them passive observers, which limits engagement and emotional connection.

Quora ethnography

Secondary Research

To complement our ethnographic insights, we reviewed research articles and opinion pieces that explore how interactive features can support children's engagement with sports and the Olympics. These articles reinforce our problem scenario by showing how participation, emotional connection, and interactivity improve learning and retention for young viewers.

How to Make Watching Sport at Home as Immersive as Possible 🔗

This article highlights how features like live stats, fan polls, and discussions enhance broadcasts by making them more engaging and participatory. These tools help bridge the gap between passive viewing and active interaction, especially effective for kids raised on interactive platforms.

Investigating the Use of Interactive Features for Children’s Television Programming 🔗

This research explores how characters directly asking questions and interactive segments improve learning. These features help children retain knowledge and stay engaged, especially when watching unfamiliar or complex content. It strongly supports our aim to use interactive tools during Olympic broadcasts.

Why It’s Important to Encourage Your Child to Watch the Olympics 🔗

This article emphasizes that the Olympics can teach values like heroism, perseverance, and patriotism. Interactive features help translate these values to kids in more accessible ways, improving their emotional connection to the events.

From Sedentary Viewer to Active Athlete 🔗

Watching the Olympics has been shown to inspire children to try new sports. In Australia, admiration for athletes drives motivation. This underscores how interactive experiences can amplify inspiration and turn passive watching into active interest.

A Lot Can Be Learned from Watching the Olympics with the Kids 🔗

This article discusses how interactive storytelling can help bridge knowledge gaps and make Olympic values more relatable. With tools that foster emotional understanding, even unfamiliar sports become meaningful.

Competitor Analysis

Competitor analysis was conducted to identify design strategies that successfully engage young audiences with complex sports content. This method helped uncover interactive patterns, accessibility features, and visual techniques used by leading platforms like F1 Kids, NFL on Nickelodeon, and YouTube Kids. These insights informed feature comparisons and UI decisions for our solution.

F1 Kids

F1 Kids Interface
Strengths
F1 Kids tailors Formula 1 content specifically for a younger audience, using simplified language, engaging animations, and interactive elements that make complex motorsport rules understandable. It also introduces children to the broader context of the sport, fostering a connection to F1.
Limitations
While F1 Kids effectively engages children in a single sport, it lacks the breadth needed to handle the diverse range of sports found in the Olympics. Additionally, F1 Kids is heavily specialized for motorsport fans and might not appeal to a broader audience, such as children unfamiliar with or uninterested in racing.

NFL on Nickelodeon

NFL on Nickelodeon Interface
Strengths
NFL on Nickelodeon provides an interactive and entertaining experience, using slime animations, kid-friendly commentators, and simplified rule explanations to make American football accessible to young viewers. It has successfully made a complex, rule-heavy sport more appealing and easier to follow.
Limitations
Similar to F1 Kids, the NFL on Nickelodeon is tailored to a single sport (American football) and uses specific cultural references familiar to a Western audience, which may not resonate globally. Its highly stylized approach may not translate well to other sports that require different forms of explanation and engagement.

YouTube Kids

YouTube Kids Interface
Strengths
YouTube Kids offers a vast library of content, covering a range of sports with tailored educational videos for children. The platform is highly accessible and allows kids to explore various sports at their own pace. It provides a safe environment where kids can learn about sports through video.
Limitations
While YouTube Kids has extensive content, it lacks real-time interactivity and live engagement. Children may not experience the excitement of watching sports as they happen, and the content is often pre-recorded, limiting opportunities for live feedback or dynamic explanations during events. Additionally, content on YouTube Kids varies in quality and consistency, which can affect how well sports are explained.

Feature Comparison Table

Feature F1 Kids NFL on Nickelodeon YouTube Kids
Shows most relevant kids sport content ✓ Only for racing sport ✓ Only for NFL ✓ Offers variety via robust search
Interactive statistics ✓ Leaderboard overlay ✓ Spongebob explains stats ✗ Little to no interactive stats
Real-time rule explanations ✗ No explanations ✓ Explained by child actors ✗ None unless searched
Visual aids / infographics ✓ Cartoon overlays ✓ AR animations for touchdowns ✗ Minimal visual aids
Child-friendly commentary ✓ Peer-age commentary ✓ Voiced by child-familiar characters ✓ Family-friendly tone
Interactive games/quizzes ✓ Tests F1 physics understanding ✓ Football position quizzes ✓ Hands-on games for kids
Interactive gameplay demos ✗ Only real footage ✗ No interactive demos ✗ No interactive demos
Expert commentary ✓ Kids commentary + expert insight ✓ Former players + kids commentary ✓ Searchable expert commentary
User experience ✗ UX not tailored for kids ✓ Metaverse-style visual layer ✓ Intuitive UI/UX for children

Research Method: Interviews (Attitudinal Data)

Interviews were selected as a primary research method to gain in-depth insights into children's interactive experiences with digital sports broadcasts, such as the Olympics. By engaging directly with the children, we could explore their thoughts, preferences, and challenges in a conversational manner that allowed for follow-up questions and clarifications.

This method is particularly valuable when studying young users, as it enables the interviewer to adjust questions in real-time based on the child's responses, ensuring that the data collected is both rich and nuanced. Additionally, interviews offer the opportunity to observe non-verbal cues, such as facial expressions and body language, which can provide further context to the responses given.

Interview Questions

  • What are some of your favourite games, apps, or websites that you use regularly?
    Follow-up: What specific features do you enjoy the most about these?
  • Can you describe an interactive tool or game that you found really fun or engaging?
    Follow-up: What made it enjoyable for you?
  • Do you prefer exploring apps on your own or following step-by-step guidance?
    Follow-up: Why do you prefer this approach?
  • How do you feel when you customise things in an app or game?
    Follow-up: Can you give an example of when you enjoyed doing this?
  • What kind of animations or visual effects do you like to see?
    Follow-up: How do these affect your experience?
  • Do you enjoy interactive quizzes or challenges?
    Follow-up: What kind do you find most engaging?
  • How important is it to see real-time updates or changes?
    Follow-up: Can you describe a moment when this helped?
  • What kind of features do you enjoy using with friends?
    Follow-up: What makes those fun together?
  • Do you prefer features that help you learn something or just for fun?
    Follow-up: Why?
  • If you could design your own interactive app/game, what would it include?
    Follow-up: Why are these features important to you?

Research Method: Survey (Behavioural / Attitudinal Data)

The use of surveys complements the interviews by allowing for the collection of both behavioural and attitudinal data on a broader scale. The two-section design, with one part aimed at parents and the other at children, ensures a comprehensive understanding of the interaction between young users and digital platforms.

Parents' input on behavioural data, derived from their observations of their children's engagement with broadcasts, provides an external perspective on how these interactions occur in a natural setting. Meanwhile, the children's responses in the attitudinal section offer direct insights into their feelings, preferences, and motivations. Surveys are particularly effective in reaching a larger sample size, enabling the identification of common patterns and trends across different user experiences.

Section 1: What challenges do children watching the Olympics face in understanding the rules and gameplay? - Behavioural

Question 1: Which part of a sport’s rules does your child find most challenging to understand? (22 responses)

Survey question pie chart: Which part of a sport’s rules does your child find most challenging to understand?

Question 2: Can you describe a specific Olympic sport that your child found difficult to follow, and what aspects seemed to confuse them? (21 responses)

  • Golf: Unsure how points added up and the score system.
  • Tennis: Confused by sets, games, and score tracking. Differences between men’s and women’s rules.
  • Skateboarding: Unclear how judges scored out of 100.
  • Badminton: Scoring system and player position shifts in doubles.
  • Archery: Confusion about why not always aiming center; wind explained.
  • …16 more responses not shown for brevity

Section 2: What impact does the lack of interactive tools, real-time statistics, and child-friendly explanations have on children's engagement and enjoyment of Olympic broadcasts? - Attitudinal

Question 10: How does the absence of interactive tools affect your interest in watching lesser-known Olympic sports? (11 responses)

  • Not much, unless there’s no UI indicating the score
  • It makes it harder to follow as some rules are unclear
  • Without knowledge on how the sport is played, watching it and trying to piece together the rules becomes difficult.
  • Boring. Don’t know who’s winning or how to win
  • It makes the game less exciting and engaging
  • …6 more responses not shown for brevity

Question 13: What type of interactive tool or feature would make you more engaged while watching the Olympics? (10 responses)

Bar chart of interactive tools that engage children during Olympic viewing

Research Method: Contextual Observation (Behavioural Data)

Contextual observation was conducted to assess how children naturally engage with sports content across different platforms. This method revealed non-verbal confusion, attempts to seek clarity, and moments of positive emotional engagement with specific UI features like overlays or animations. Observations were logged across platforms such as Olympics.com, YouTube Kids, and F1/NFL streams.

Positive feedback Negative feedback
User Goal / Task Interface Example Kid 1 Behaviour Kid 2 Behaviour Kid 3 Behaviour Kid 4 Behaviour
Olympics 2024 Olympics Golf Page Frown, “What does this mean, I’m so confused.”
Interface lacks clarity, causing immediate confusion.
“Let me google the rules first.”
User needed external help due to missing in-platform guidance.
“Is it the least amount of hits to win the game?”
Interpretation: Indicates basic scoring logic was unclear.
“What does birdie and bogey mean?”
Interpretation: Unfamiliar terminology made it hard to follow.
Watch Golf Final Round Olympics Golf Confused watching golf.
Interpretation: Needs rule clarity.
Used tablet to search rules.
Interpretation: Info not easily available.
Unsure of rules/scoring system.
Interpretation: No visual explanation or overlays resulted in confusion.
“I like the highlights and range of sports.”
Interpretation: Terminology is foreign.
Watch F1 Kids YouTube “I like the statistic/leaderboard overlay.” “None of the games have rule explanations.”
Interpretation: No rule guidance leads to confusion.
“Cartoon and animated characters are cool.”
Interpretation: Gamified aesthetics increased interest and accessibility.
“I like the child-friendly commentary.”
Interpretation: Tailored language helped understanding.
Watch NFL on Nickelodeon YouTube “I’m not into rugby, I wanna watch basketball.”
Interpretation: Sport mismatch.
“SpongeBob! I like the 3D animation overlay.”
Interpretation: Familiar characters and effects kept attention.
“That’s Young Sheldon.”
Interpretation: Familiar actors helped engagement.
“The colours are so cool.”
Interpretation: Metaverse effects aid enjoyment.

Data Synthesis: Affinity Diagram

To synthesize qualitative findings from interviews, surveys, and contextual observations, we created an affinity diagram using a color-coded system for clarity and traceability.

This technique allowed us to cluster and visually connect recurring insights while making it easy to trace every theme back to its research source.

Users value visual aids and interactive rule explanations for understanding sports
Interactive features and real-time statistics impact enjoyment and understanding
Impact of Interactive Tools
Can you describe a time when interactive features or statistics improved your enjoyment of a sports broadcast?
“The Olympic swimming — you could see who was the best.”
Which feature would you find most engaging during a broadcast of an unfamiliar sport?
“Interactive gameplay demos.”
Visual Aids for Understanding Sports
Visual interactive videos or walk-through tutorials within an app.
“Olympics app towards each sport so my child can involve themselves in understanding.”
What visual aids would help your child understand a sport better?
“Clear and simple infographics — more pictures, less words.”

Data Synthesis: User Personas

Understanding user personas helped us identify core needs and design challenges across both children and parents. These personas guided feature choices and ensured our solution remained user-centered throughout the design process.

Parent Persona: We created Ben’s persona using insights from interviews and Section 1 of the survey, which focused on parents’ behavioural observations of their children’s Olympic viewing. This approach provided an external perspective on how kids engage with broadcasts in real-life settings, revealing common challenges and pain points.
Kid Personas: Ella and Liam’s personas were shaped by both interviews and Section 2 of the survey, which captured children’s own attitudes, motivations, and preferences. By combining attitudinal survey responses with in-depth interviews, we gained a richer, more authentic understanding of young users’ needs, helping us design solutions that truly resonate with them.

Using both methods ensured a comprehensive view of the parent-child dynamic, and allowed us to identify patterns and trends across a broader sample.

Parent Ben Park 38, Marketing Manager, Sydney
Family: Married, two children (Ethan 12, Chloe 9)
Background: Loves family sports nights, values education, finds kids struggle with Olympic rules.
Behaviour: Tech-savvy, engaged, explains concepts but finds rules hard to teach.
Pain Points:
  • Children struggle with complex rules
  • Kids lose interest if rules aren’t clear
  • Few interactive/visual aids available
Goals:
  • Help kids understand & enjoy Olympics
  • Use data-driven, interactive tools
  • Inspire lifelong interest
Quotes:
  • “Ethan kept asking why the tennis score was jumping in odd increments...”
  • “Chloe lost interest in gymnastics because she couldn’t understand the scoring.”
  • “We need a companion app or interactive guide for kids.”
Technology: Smart TV, tablet, likes Khan Academy & Duolingo for kids
Kid Ella Thompson 10, 5th Grade
Background: Loves Olympics chat with friends, struggles with soccer rules.
Personality: Curious, imaginative, social, empathetic.
Pain Points:
  • Rules are hard to follow
  • Relies on friends to explain
Goals:
  • Learn new things in a fun way
  • Connect with friends
  • Feel accomplished
Technology: Tablet, Minecraft, YouTube Kids, parental controls
Hobbies: Reading, soccer, crafts, biking
Quote: “I love discovering new things, but I want it to be fun, like a game or a story!”
Kid Liam Henry 12, 7th Grade
Background: Self-directed learner, prefers solo activities, dislikes unclear instructions.
Personality: Independent, analytical, reserved, determined.
Pain Points:
  • Unclear or ambiguous rules
  • Dislikes group work, repetitive tasks
  • Finds it hard to get rule explanations quickly
Goals:
  • Master complex tasks
  • Learn at his own pace
  • Stay ahead of peers
Technology: Laptop, Khan Academy, Chess.com, CodeCombat
Hobbies: Strategy games, robotics, sci-fi reading
Quote: “I like figuring things out on my own and seeing how far I can go.”

Data Synthesis: User Journey Maps

To deepen our understanding of pain points and opportunities at each stage of Olympic broadcast engagement, we mapped user journeys for all three core personas.

Each journey map is structured into clear phases that reflect the real sequence of interactions, from initial viewing to post-broadcast reflection. For every phase, we charted actions, thoughts, and emotions to capture the user’s perspective, along with specific pain points and opportunities for improvement.

This framework was shaped by insights from interviews and surveys, ensuring we captured both the behavioral flow and underlying motivations. By visualizing emotion trajectories and aligning them with concrete user feedback, the journey maps reveal not only where users struggle but also where meaningful intervention can create delight.

This synthesis process ensures that our design solutions directly address real user challenges and provide targeted improvements for each unique user type.

Ben Park – Parent Journey Map

Ben Park Parent User Journey Map

Ella Thompson – Kid Journey Map

Ella Thompson Kid User Journey Map

Liam Henry – Kid Journey Map

Liam Henry Kid User Journey Map

Storyboards

These storyboards bring to life the real user experiences uncovered during our research, tracing the Olympic broadcast journey for all three core personas—Ben (Parent), Ella (Kid), and Liam (Kid). Each sequence was mapped directly from our user journey maps, capturing key moments of engagement, confusion, and learning across different household roles.

By visualizing these scenarios, we highlight pain points (such as confusing rules or lack of accessible explanations), emotional reactions (like frustration, boredom, or curiosity), and opportunities for delight and improvement (including social learning and self-driven exploration).

The storyboard format allows us to see not just what users do, but how they feel and adapt at every step—from initial discovery to sharing knowledge with peers. This method helps us empathize with both parental guidance needs and children’s learning preferences, ensuring our design solutions are user-centered, relevant, and grounded in real behavioral insights.

Parent — Ben Park
Ben and Ethan watching tennis
1
Watching Together
Ben sits down with Ethan to watch an Olympic tennis match, hoping for family bonding and learning.
Ben - Tennis scoreboard confusion
2
Confusing Scoreboard
Ethan is puzzled by the complex tennis scoring and keeps asking Ben to explain what’s happening.
Ben - Ethan bored and disengaged
3
Disengagement
Ben watches as Ethan quickly loses interest, calling the match “boring.”
Kid — Ella Thompson
Ella discovers a new sport highlight
1
Discovery
Ella stumbles upon a highlight video about a new Olympic sport on YouTube Kids—her curiosity is sparked by the visuals.
Ella sees a VAR replay
2
Encountering Complexity
Ella notices a VAR (Video Assistant Referee) playback and finds the rules and tech confusing.
Ella is confused
3
Confusion
Ella feels lost by the rules, and it makes her hesitant to keep watching.
Ella asks a friend
4
Seeking Help
She asks a friend (who knows more about the sport) for help understanding what's going on.
Ella and friend discuss
5
Social Learning
Ella and her friend discuss the sport’s rules for ten minutes, clarifying doubts together.
Ella watches with friends
6
Re-engagement
Now understanding, Ella joins her friends to watch and enjoy the rest of the match together.
Kid — Liam Henry
Liam watches Olympic golf with laptop
1
Multi-screen Discovery
Liam spots an unfamiliar Olympic sport (golf) on TV and opens his laptop, eager to learn more on his own.
Liam confused by golf terms
2
Rule Confusion
He’s puzzled by the terminology (“birdie?” “bogey?”) and struggles to follow the game, feeling a bit stuck.
Liam searches for golf rules online
3
Independent Research
Determined, Liam turns to Google and YouTube for tutorials and step-by-step guides, gradually building his understanding through self-directed exploration.

Usability Testing + Mid-Fidelity wireframes and Hi-Fidelity mockups

This section covers usability testing conducted on mid-fidelity wireframes (basic layouts) and hi-fidelity mockups (detailed, polished designs) to evaluate user experience and functionality.

Sketching: Brainstorming

To generate innovative solutions, all three group members independently created paper-based brainstorms for potential solutions to the Olympics engagement problem.

  1. Broadcasted Olympics TV Augmented Viewing Experience with Companion Mobile App for Kids (Yomal – displayed below)
  2. Mobile app with TV projection (J)
  3. Reels-inspired mobile app featuring Olympic highlights for young users (Nathan)

These diverse brainstorms offered unique perspectives and features, setting the foundation for our group discussion and ideation process.

Yomal Brainstorm Sketch
My Brainstorm (Yomal): Dual-screen, interactive TV and mobile experience for kids

Sketching: Low-Fidelity (Iteration 1)

Our team created initial hand-drawn wireframes to explore different approaches to solving the Olympic engagement problem. These rough sketches helped us visualize core interactions before committing to digital prototypes. Below is my contribution focusing on a dual-screen experience.

Mobile Companion App

Yomal's Concept
Mobile companion app wireframe sketch
  • Live sport explanations with simple illustrations
  • Interactive quizzes tied to current broadcast
  • Athlete profiles with fun facts
  • TV sync for contextual information

TV Overlay Interface

Yomal's Concept
TV overlay wireframe sketch
  • Simplified scoreboards with visual cues
  • Rule explanations triggered by events
  • Color-coded indicators for key moments
  • Mobile app synchronization points

Solution-Based User Journey Maps

Building on our initial research, we created solution-based journey maps that demonstrate how each persona would interact with our proposed designs. These maps visualize the improved experience by applying our solutions to the pain points identified earlier.

Each team member selected one persona and mapped their journey through our proposed solution, showing how key interactions would address their specific needs and challenges.

Ella Thompson with Companion App Solution

Yomal's Solution Broadcasted Olympics TV Augmented Viewing Experience with Companion Mobile App for Kids
Ella Thompson solution-based user journey map

Key Improvements:

  • Instant rule explanations through the companion app
  • Social features to discuss with friends in real-time
  • Gamified learning with rewards for engagement
  • Simplified visual overlays on TV broadcast

Design Concepts' Decision Matrix

To objectively evaluate our three solution concepts, we created a decision matrix with weighted criteria based on our research findings.

Scoring Key:

-- or -2 = Really bad - or -1 = Missing effectiveness + or +1 = Works to an extent ++ or +2 = Works amazing
Criteria Weight (1-3) Concept 1 - Yomal Concept 2 - J Concept 3 - Nathan
Fit with the design brief 2 - + +
Includes interactions between users/stakeholders 3 ++ ++ ++
Multi-modal/omni-channel interactions 3 ++ ++ --
Helps understand sports rules and scoring 3 ++ ++ +
Utilizes visual aids and interactive explanations 2 + ++ --
User-friendliness (kid-friendly) 3 ++ -- +
Promotes collaboration/shared experience 2 + - +
Allows self-guided exploration 2 + + -
Customization features 1 -- - -
Visually appealing animations 3 ++ + --
Number of pluses 36 27 14
Number of minuses -4 -10 -8
Overall total 32 17 6

Outcome: Yomal's concept scored highest with 32 points, demonstrating superior alignment with our research findings and design goals.

Dual-Screen Olympic Experience

Our multi-device ecosystem creates a seamless dual-screen experience that keeps young viewers engaged through synchronized content and complementary features across platforms.

TV Broadcast Features

Main Screen
TV interface with interactive overlays
Which country won the most gold medals in the 2020 Olympics?
A. China B. USA C. Japan

Mobile Companion Features

Interactive Layer
Mobile companion app interface

Olympic Viewing Selection

Simplified sport navigation with visual previews

Home Page (Phone)

Personalized event recommendations and quick access

Animated Athlete Prompts

3D athlete avatars explain rules and pose quiz questions

Quiz & Feedback (Phone)

Interactive knowledge checks with instant scoring

Kid's Commentary

Picture-in-picture reactions from young fans

Live Chat (Phone)

Moderated discussions with other viewers

Question Overlay

Submit questions directly to commentators

Leaderboard (Phone)

Track quiz scores against friends and global players

Bottom navigation bar (Phone)

Quick and easy access to the app's core features

Replay and Summary screen (Phone)

An engaging wrap-up after each Olympic event

How They Work Together

🔀

Synchronized Content: Mobile quizzes activate during relevant TV moments

📲

Second Screen: Detailed stats appear on mobile when TV shows highlights

👪

Family Mode: Parents can monitor activity through linked accounts

Card Sorting Research

We used card sorting to organise the features and content within both the augmented TV experience and its companion mobile app. This method gave us insight into how children and parents naturally classify elements like quizzes, statistics, and interactive overlays, helping us build a layout that better aligns with their expectations.

Card sorting was introduced after analysing our low-fidelity sketches, where we discovered key usability issues—such as the absence of navigation elements and an overcrowded home screen. These early designs mixed too many features, which would have made the app overwhelming to use, especially for children.

By applying card sorting at this stage, we were able to understand users’ mental models and restructure the app's information architecture accordingly. The data gathered was directly used to inform the layout of our mid-fidelity wireframes, helping simplify navigation and reduce cognitive load.

We tested with both children and parents to reflect the needs of our dual-audience experience. Children helped us identify how interactive elements should be grouped to feel intuitive and playful, while parents provided feedback on how to structure content that balances safety, trust, and clarity.

This dual-perspective approach allowed us to design a system that feels engaging for kids and reassuring for parents, improving both navigation and usability across the TV interface and mobile application.

Test Goals

1
Determine how children categorize augmented elements

Kids' understanding of sports and interactivity differs from adults, so understanding their logic helps create natural-feeling interactions.

2
Explore child-parent interaction differences

Parents may prioritize educational aspects while children focus on fun elements, guiding our feature prioritization.

3
Identify themes in children's sports thinking

Understanding appealing aspects helps design highlight exciting content in both app and AR experiences.

4
Refine navigation systems

Balancing education and entertainment requires clear organization based on user feedback.

5
Reveal areas needing simplification

Olympic terminology might confuse children; card sorting helps simplify without losing depth.

Participant Criteria & Results

Children (Ages 8-12)

  • Provided direct understanding of children's mental models
  • Helped simplify navigation for younger audiences
  • Revealed natural categorization of features
Participant 1 (Age 10)
Fun & Interactive
Animated Athlete Overlays Quiz Questions Interactive Scores Olympic Trivia
Game & Scores
Athletes' Statistics Live Broadcast Medal Count
Rules & History
Sports Rules Historical Highlights
Settings
Parent Controls Notifications

Parents

  • Offered perspective on content control and safety
  • Helped create appropriate content categories
  • Ensured structure balanced engagement with security
Participant 2 (Age 40)
Engagement Features
Live Broadcast Animated Athlete Overlays Quiz Questions Interactive Scores
Educational
Sports Rules Historical Highlights Olympic Trivia
Personalization & Control
Parent Controls Notifications
Performance Data
Athletes' Statistics Medal Count

Card Set Used for Sorting

Athletes' Statistics Live Broadcast Animated Athlete Overlays Quiz Questions Interactive Scores Parent Controls Olympic Trivia Historical Highlights Sports Rules Medal Count Notifications Social Sharing Options

Mid-Fidelity Screens (Iteration 2)

The creation of mid-fidelity wireframes marked a pivotal stage in the design process, allowing us to move from conceptualisation into refined user experience testing. These wireframes provided a functional representation of the app’s layout, navigation, and features—without the distractions of high-detail visuals. This balance enabled us to conduct meaningful usability testing, specifically through the think-aloud method, to gather real-time feedback on the app’s structure and flow.

By focusing on key elements like content placement, user paths, and interactive features, we refined the app’s usability. The flexibility of mid-fidelity wireframes made it easy to quickly iterate and implement changes based on user feedback, as opposed to high-fidelity wireframes, which require more time and resources to adjust. This approach minimised the cost of redesign and allowed us to explore multiple interaction possibilities.

The insights gained from testing the mid-fidelity wireframes—particularly through the think-aloud method—informed key improvements for the high-fidelity mockups. This iterative approach ensured our final design was not only visually appealing, but also intuitive and easy to navigate, addressing usability concerns early and resulting in a functionally sound product.

These screens represent a more structured vision of the app, integrating insights from our card sorting exercise and early usability testing. The mid-fidelity phase allowed us to focus on layout and functionality without the distraction of final visuals, while maintaining flexibility for quick iterations based on user feedback.

Mobile Companion App - example

Mobile Live Chat Screen

Live Chat Interface

Moderated chat with other viewers during events, with safety features for young users.

TV Overlay Interface - example

TV Animated Athlete Overlay

Animated Athlete Multiple Choice Overlay

Animated athlete avatar explains rules and asks quiz questions directly on the TV screen.

Usability Testing: Think Aloud Method

From the card sorting method, we developed a basic sitemap of what content and visual hierarchy the screens should have for both TV and phones. This information was then used to create our mid-fidelity wireframes in Figma. To assess how intuitive our features and navigation were, we needed to understand user thoughts as they moved through the interface of our mobile application and TV screens.

The think aloud testing method allows users to verbalise their thoughts, prompted by scenarios we provide. This process lets us hear any misconceptions about our interface and use this data to redesign and improve our high-fidelity mockups. Additionally, the think aloud method is cheap, robust, flexible, convincing, and easy to learn.

We conducted think aloud sessions with the same five participants from the card sorting: three children and two parents. This was optimal as they already had a grasp of our concept, so their responses and feedback were more detailed, having been briefed on what the app might look like before seeing the mid-fidelity wireframes.

Relevant Usability Goals

1
Homepage navigation

Utility – How easily can users navigate between the homepage tabs?

2
Quiz interaction

Efficiency – How easy is it to answer quiz options and review feedback?

3
Live chat input

Effectiveness – How often can users successfully input a question into the live chat?

4
Sport selection recall

Memorability – Can users remember how to select a sport to watch?

5
Leaderboard understanding

Learnability – How easily do users grasp the concept of the leaderboard/ranking system?

6
Page navigation

Utility – How easily can users navigate between different pages?

7
Highlighted question recall

Memorability – Can users remember where the highlighted live chat question appears?

8
Animated quiz response

Efficiency – How efficiently can viewers see the question posed by the animated athlete on TV and answer on their phone?

9
Kid’s commentary recall

Memorability – Can users remember where the kid’s commentary video appears on the TV?

10
Replay layout effectiveness

Effectiveness – How effective is the replay and summary layout in breaking down key moments visually?

Example from data - Feature Tested: Home Page (Phone)

The home page consists of a preview video of what sport is being streamed on the TV, an indicator of how many people are watching the live-stream, a title for the two teams playing against each other being streamed on the TV, the game week of the Olympics and the location of where the sport is being held. The key information however is within the 4 primary tabs of the home page.

Relevant Goal to Feature

Goal 1: To evaluate how easily user's can navigate between the homepage tabs – Utility

Task Scenario

"Imagine you are watching a live Olympic event on TV while using the companion app on your phone. The home page of the app gives you key information about the match and four tabs: Overview, Statistics, Lineups, and Live Chat. Your task is to navigate through these tabs and explore the features of the app."

Success Criteria

  • Users (both children and parents) can quickly and intuitively navigate between the four primary home tabs
  • Clear understanding of each tab's purpose and content
  • Minimal confusion or hesitation when switching between tabs

Test Results

Participant 1 (Child, Age 10)

  • Overview Tab: "I understand the sport better now. The rules are explained simply, so I don't feel lost. It was visually structured in an easy way for me"
  • Statistics Tab: "I don't think the column graph visual is detailed enough"
  • Lineups Tab: "It's cool to see the players' positions, but I would like some more pictures or fun icons."
  • Live Chat Tab: "I love asking questions! I hope they answer mine. It's fun because I feel involved in the game."

Participant 2 (Parent, Age 40)

  • Overview Tab: "This is quite educational. I appreciate that it's written in a way my child can understand."
  • Statistics Tab: "The data is simple and visual enough for my child to follow. It's a good way to keep them engaged."
  • Lineups Tab: "It's easy to see who's playing where. It could be useful for teaching my child about team formations."
  • Live Chat Tab: "The live chat is interesting for kids, though I'd like some controls to make sure my child isn't sending inappropriate questions."

Top Down User Testing Synthesis

The top-down thematic analysis approach was highly effective in synthesising our think-aloud data because it allowed us to structure feedback and insights in a clear, hierarchical manner. By starting with the feature, moving down to the task and goals, and finally analysing the feedback (both positive and negative), we could easily pinpoint specific flaws in the user experience. This method not only helped us organise the data but also facilitated targeted improvements, which were implemented in the high-fidelity mockups.

Additionally, the use of color-coded feedback (green for positive, red for negative, and grey for suggested improvements) provided a quick visual reference to identify areas of concern and brainstorm solutions. This approach ensured that we captured detailed user feedback, both good and bad, and translated it directly into actionable changes. This iterative process was crucial in refining the design for the final version.

Method Structure

  • Feature: The specific UI component being tested
  • Task: What users were asked to do with it
  • Goals: What we aimed to learn from testing
  • Feedback: Color-coded user reactions

Color Coding Key

  • Green = Positive feedback
  • Red = Negative feedback
  • Grey = Suggested improvements

Example from data - Feature Tested: Navigation Bar (Phone)

Feature 6 - Navigation Bar (Phone)
Task 6 - Use the navigation bar to switch between the Home page, Quiz, Leaderboard, and Replay screens
How easily can users navigate between the different pages (utility)
Positive Feedback
"I liked how the buttons were big enough to tap easily" - Kid participant
Negative Feedback
"The label 'Reels' wasn't immediately clear but I figured it out after using it" - Kid participant
Suggested Improvements
Changed the label "Reels" to self-explanatory word "Replay" as it more clearly relates to the actual content on the page

Mid-Fidelity to Hi-Fidelity (Iteration 2 to 3)

During the think-aloud testing of our mid-fidelity wireframes, participants verbalised their thoughts as they interacted with the interface. This allowed us to identify several misconceptions and moments of confusion regarding layout, labelling, and navigation flow.

These insights were critical in shaping our design decisions. By understanding how users interpreted each element, we were able to refine and improve the interface for the next iteration.

The hi-fidelity mockups therefore reflect direct improvements informed by user feedback — offering clearer visual hierarchy, improved iconography, and more intuitive interaction patterns to enhance usability and engagement.

1. Navigation Bar Redesign

Mid-Fidelity (Iteration 2)

Mid-fidelity navigation bar with confusing 'Reels' label

Hi-Fidelity (Iteration 3)

Improved hi-fidelity navigation bar with 'Replay' label

2. Player Position Enhancement

Mid-Fidelity (Iteration 2)

Basic player position display

Hi-Fidelity (Iteration 3)

Enhanced player position information

3. Question posed by viewers to commentators overlay Enhancement

Mid-Fidelity (Iteration 2)

Basic player position display

Hi-Fidelity (Iteration 3)

Enhanced player position information

A/B Testing: Color Palette Exploration (Iteration 3 to 4)

Based on earlier expert feedback that our visual style did not resonate well with younger audiences, we conducted a focused A/B testing session with 8 design experts. The goal was to evaluate two newly developed color palettes that were inspired by sports, vibrancy, and playfulness.

This iterative approach allowed us to identify which palette better supported readability, aesthetic appeal, and emotional resonance, all of which are crucial when designing for younger viewers.

Version 1

0/8 preferred this version
Version 1 color palette

Version 2

8/8 preferred this version
Version 2 color palette

Key Findings

  • 100% of experts preferred Version 2's color palette
  • Version 2's light purple improved readability while maintaining sporty energy
  • Version 1's colors were perceived as "cheap" and hard to read

Heuristic Evaluation (Iteration 4 to 5)

The heuristic evaluation method enabled us to efficiently identify usability flaws before user testing by leveraging Nielsen's 10 principles as a framework. Six experts analyzed key features like navigation and feedback systems, helping us pinpoint violations of established usability standards. This structured approach ensured we addressed fundamental UX issues early, creating a more intuitive foundation for subsequent iterations.

Key Refinement Example: Sport Selection Visibility

Before: Iteration 4

Original sport selection with poor visibility

After: Iteration 5

Improved sport selection with visual feedback

Features That Were Tested With The Experts

Features Usability Test Goals Task Scenarios
Feature 4 - Olympic sport viewing selection screen (TV) Memorability On the TV screen, select football/soccer on TV screen grid
Feature 2 - Quiz and feedback screens (Phone) Efficiency On the TV screen, as soon as the quiz pop up. Select a quiz answer on the phone screen
Feature 1 - Home page (Phone) Utility On the Phone, navigate through home screen tabs to discover different information
Feature 6 - Bottom navigation bar (Phone) Utility On the Phone, use the bottom navigation bar to navigate through different screens, send a question to the chat
Feature 5 - Leaderboard screen (Phone) Learnability On the Phone, Navigate to the leaderboard screen, check your current ranking, and explore the difference between the global and friends' rankings
Feature 10 - Replay and Summary screen (Phone) Effectiveness On the Phone, review what happened during the games using the companion app

Second Round of Think Aloud & Top Down Analysis (Iteration 5 to 6)

Building on our initial findings, we conducted a second round of testing with 9 participants (expanded from 5) to validate improvements and uncover new insights. The Replay & Summary screen emerged as a key area for refinement through this deeper analysis.

Usability Evaluation: System Usability Scale (SUS)

Methodology

Following each Think Aloud session, participants completed the standardized SUS questionnaire to quantitatively assess the system's usability. The survey was administered to all 9 participants (5 from initial testing and 4 from follow-up sessions).

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Objective

Measure overall usability perception through a validated 10-item questionnaire using a 5-point Likert scale.

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Participants

9 total respondents including both children (ages 8-12) and parents to capture diverse perspectives.

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Administration

Conducted immediately after Think Aloud sessions to capture fresh impressions while experiences were recent.

Survey Results

86.67
Average SUS Score
Excellent
(Industry Average: 68)
1-49 Needs serious improvement
50-69 Needs improvement
70-84 Good
85-100 Excellent

Survey Questions

The SUS questionnaire consisted of 10 statements rated on a 5-point scale from Strongly Disagree (1) to Strongly Agree (5):

1

I think that I would like to use this system frequently

2

I found the system unnecessarily complex

3

I thought that the system was easy to use

4

I think that I would need technical support to use this system

5

I found the various functions were well integrated

6

I thought there was too much inconsistency

7

Most people would learn to use this system very quickly

8

I found the system cumbersome and inefficient

9

I felt very confident using the system

10

I needed to learn many things before getting started