Olympics Together

desktop experience | UX/UI design | user research

desktop experience | UX/UI design | user research

Olympics Together is a streaming platform that allows users to watch with other viewers and deeply engage with on-screen events through the second-screen experience which supplements extra content and peer-to-peer interaction.

Watch the Olympics and connect with its community.

Watch the Olympics and connect with its community.

Watch the Olympics and connect with its community.

Timeframe

Aug 2024 - Nov 2024

Role

Product, UX/UI designer

Team

Jovey Lam, Sarah Athar

Context

Our problem area explored the lacklustre viewing experience of remote Olympic viewers, and how we could elevate it to improve interest towards the Olympics, athletes and host country. Based on the design brief of lifestyle, leisure and entertainment - The Olympic Games, we were tasked with create a digital design solution that includes omnichannel and/or multimodal interactions.

Solution

To recreate the thrill of the in-person atmosphere and foster connection, Olympics Together is a streaming platform that allows users to watch with other viewers and deeply engage with on-screen events through the second-screen experience which supplements extra content and peer-to-peer interaction.

A Celebration of Sport, Culture and Education.

A Celebration of Sport, Culture and Education.

A Celebration of Sport, Culture and Education.

The Summer Olympics are one of the world’s most monumental sporting events.

For remote viewers, the physical distance and lack of a thrilling crowd atmosphere creates a disconnected and lacklustre experience.

How can we foster a collective remote experience to celebrate the games and Olympic values with others?

They desire to feel part of a collective experience, celebrating the games and Olympic values with other viewers.
Design Outcome

Reimagine the Remote Olympic Experience

Share the fun with friends!

Pick a stream, make your room public and allow friends to join. Watch with others remotely, perfectly synced.

Feel the Thrill!

Don’t miss out on the Live Action! Receive real-time commentary from verified Sport Experts, and play along.

Test your knowledge!

Play trivia and engage your mind while you watch, enjoy friendly competition, and deepen your understanding of the game.

Let's Talk Process.

My Contribution 💟

01

Discover

💟 Conducting interviews

○ Questionnaire

○ Online Ethnography
💟 Contextual Inquiry
💟 Competitor Analyses

02

Define

💟 Created personas

○ Storyboarding
💟 Affinity Diagramming
💟 Concept Ideation

03

Develop

💟 Design matrices

💟 Mobile App Prototype

○ Laptop Prototype

04

Deliver

💟 Think-aloud user testing


discover

define

develop

deliver

discover

define

develop

deliver

discover

define

develop

deliver

Exploring the problem.

Our Initial Problem Area

Every four years, the Games offer host cities a unique opportunity to shine on the world stage, promising social, environmental, and economic benefits.

However, the international spotlight also brings risks, such as hyper-criticism and negative publicity.

For example, Beijing 2008 faced global scrutiny over human rights issues in Tibet, leading to calls for boycotts of the opening ceremony, but sympathy over the May earthquake led to attendance by all. Despite this, China’s well-organised Games and extravagant opening ceremony helped reframe the country as an emerging global power. Similarly, studies found Rio 2016’s negative press on infrastructure, favelas and unfulfilled promises damaged perceptions of Brazil. These cases illustrate how the media focus on issues like human rights, crime, and pollution can alter global perceptions of host countries.





The Olympics embody global unity, peace, and shared values, but if they fail to effectively showcase a host nation’s cultural identity, they risk undermining these principles.

How we might optimise the Olympics to highlight and explain a host nation’s culture, enhancing its cultural capital and country image?


Cultural capital refers to the perceived value of a nation’s cultural assets—its traditions, arts, heritage, and social practices. 

We need to investigate...

We need to investigate...

To better empathise with our target user, we took to conducting various research methods surrounding the following research questions:
- Understand the role of Olympic design in crafting a host nations’ cultural identity.
- Evaluate the pathways through which spectators learn about host cities’ culture.
- Uncover factors that affect people’s perception of host cities.

To better empathise with our target user, we took to conducting various research methods surrounding the following research questions:
- Understand the role of Olympic design in crafting a host nations’ cultural identity.
- Evaluate the pathways through which spectators learn about host cities’ culture.
- Uncover factors that affect people’s perception of host cities.

how to increase the cultural reach of Olympic host nations through the Olympic Games.

Online Ethnography (15+ Online Forums)

Online Ethnography (15+ Online Forums)

Identify shared experiences through online forums with anonymity for more authentic accounts

Questionnaire (57 User Survey Responses)

Questionnaire (57 User Survey Responses)

Visualise trends in data through the large sample size

Interviews (10 User Interviews) 💟

Interviews (10 User Interviews) 💟

Draw deeper personal experience, motivations, beliefs and attitudes

Contextual Inquiry (5 Participants) 💟

Contextual Inquiry (5 Participants) 💟

We observed participants reactions to various Opening Ceremonies, identifying key reactions to significant moments.

We utilised a mix of qualitative and quantitative methods to gather comprehensive data. By employing triangulation, we combined multiple research methods to cross-verify our findings, enhancing the credibility, validity and depth of our results, and eliminating bias.

Pinpointing the problem.

Who and What Are We Designing For?

Who and What Are We Designing For?

Beginning with our initial problem area, we continuously refined our findings, insights and problem statement through analysis and synthesis. This helped us to identify meaningful and latent user problems.

To analyse our data, we utilised affinity diagraming to highlight common themes across our data.

Beginning with our initial problem area, we continuously refined our findings, insights and problem statement through analysis and synthesis. This helped us to identify meaningful and latent user problems.

To analyse our data, we utilised affinity diagraming to highlight common themes across our data.

From our research, we storyboarded key anecdotes from our research to highlight the significant ways people interact with the games. We found that solo watchers were the group that did not engage deeply with the Olympic games.

Three key experiences emerged from our research which we embodied through personas. We decided to focus on Denise as she struggles most with staying engaged with the Olympics, lacking a sense of connection of interest. Her experience also reflects the solo watching experience where her interaction with the games was only surface-level.

Our other personas:

Our Persona 💟 Denise Gonzalez

The Casual Enjoyer
Denise is a young professional who likes to keep up with news. She has limited time to watch the Olympics but occasionally tunes in to events on TV. However, she’s largely disengaged by her lacklustre and sporadic viewing experience.

“Its once every four years. I don't want to miss that.”

What Did We Find?

What Did We Find?

🙋🏻 “I trust my own experiences.”

🙋🏻 “I trust my own experiences.”

Research showed limited knowledge of a host city makes spectators more susceptible to negative portrayals. Interviews indicated that those who experienced Paris in person had more positive views compared to those who only followed through social media. This was backed by survey data.

Research showed limited knowledge of a host city makes spectators more susceptible to negative portrayals. Interviews indicated that those who experienced Paris in person had more positive views compared to those who only followed through social media. This was backed by survey data.

97%

learned about the host city’s culture through social media

74%

found negative news significantly affected their perceptions of host cities

Refining Our Problem Area

We discovered a new problem.

We discovered a new problem.

In collating all our findings and focusing on our persona Denise, we discovered that casual Olympic enjoyers struggled with building engagement towards the games, let alone cultural interest. We discovered that remote viewers felt this isolated, as the perceived cultural and physical distance made them feel less part of the Olympic community and values.

In collating all our findings and focusing on our persona Denise, we discovered that casual Olympic enjoyers struggled with building engagement towards the games, let alone cultural interest. We discovered that remote viewers felt this isolated, as the perceived cultural and physical distance made them feel less part of the Olympic community and values.

Why aren’t viewers engaging with the Olympics?

Because viewers value…

Because viewers value…

We defined the insights and problem statement to guide the rest of our process.

We defined the insights and problem statement to guide the rest of our process.

🫂 More Than Sports

🫂 More Than Sports

People like to tune in to the Olympics to connect over shared values as they seek to be part of a larger community with a collective experience

People like to tune in to the Olympics to connect over shared values as they seek to be part of a larger community with a collective experience

🪄 Memorable Storytelling

🪄 Memorable Storytelling

Stronger, more cohesive storytelling is more memorable as it boosts spectators’ emotional engagement and comprehension of on-screen events

Stronger, more cohesive storytelling is more memorable as it boosts spectators’ emotional engagement and comprehension of on-screen events

🎢 Thrill at Home

🎢 Thrill at Home

Physical distance to the Olympics creates inorganic experience as the thrilling atmosphere of live in-person events are created through crowd presence

Physical distance to the Olympics creates inorganic experience as the thrilling atmosphere of live in-person events are created through crowd presence

The Problem Summarised

Young adult, remote Olympic viewers desire to feel part of a collective experience.

However, they have a disconnected and lacklustre viewing experience due to their physical distance, and the lack of a thrilling in-person atmosphere. They typically watch whatever event is live, but this sporadic viewing creates context gaps and disengages them.

Young adult, remote Olympic viewers desire to feel part of a collective experience.

However, they have a disconnected and lacklustre viewing experience due to their physical distance, and the lack of a thrilling in-person atmosphere. They typically watch whatever event is live, but this sporadic viewing creates context gaps and disengages them.

Young adult, remote Olympic viewers desire to feel part of a collective experience.

However, they have a disconnected and lacklustre viewing experience due to their physical distance, and the lack of a thrilling in-person atmosphere. They typically watch whatever event is live, but this sporadic viewing creates context gaps and disengages them.

Solving the problem.

Using 3 different methods, we began ideating.

Using 3 different methods, we began ideating.

Using 3 different methods, we began ideating.

🧠 Brainstorming

🧠 Brainstorming

We used Brainstorming as it allowed us to rapidly ideate, iterate and evaluate ideas as a group, providing diverse and creative ideas.

We used Brainstorming as it allowed us to rapidly ideate, iterate and evaluate ideas as a group, providing diverse and creative ideas.

🔁 Reverse Thinking

🔁 Reverse Thinking

Then, we used Reverse Thinking to help us identify the root cause of our users’ lack of engagement, for more specific solution ideas.

Then, we used Reverse Thinking to help us identify the root cause of our users’ lack of engagement, for more specific solution ideas.

✍🏻 Storyboarding

✍🏻 Storyboarding

We used Storyboarding for our best 3 concepts to visualise, refine and clearly communicate our ideas.

We used Storyboarding for our best 3 concepts to visualise, refine and clearly communicate our ideas.

Concept Development

Design matrices revealed our best idea.

Design matrices revealed our best idea.

Concept testing and decision matrices revealed that our third concept was the strongest. Addressing all three user needs: improving sense of community, enhancing engagement through storytelling and context, and crafting a more thrilling atmosphere. It also had strong multimodal features with touch, sound and gesture inputs. Out of the three, it was also the most novel idea without a pre-existing solution. Current watch party services don’t include sport streaming, and offer limited engagement with friends, typically only a chat option. This frustration was also voiced by interviewees. 

Concept testing and decision matrices revealed that our third concept was the strongest. Addressing all three user needs: improving sense of community, enhancing engagement through storytelling and context, and crafting a more thrilling atmosphere. It also had strong multimodal features with touch, sound and gesture inputs. Out of the three, it was also the most novel idea without a pre-existing solution. Current watch party services don’t include sport streaming, and offer limited engagement with friends, typically only a chat option. This frustration was also voiced by interviewees. 

Watch Party - A Collective Olympic Experience

Watch Party - A Collective Olympic Experience

Watch Party - A Collective Olympic Experience

An online Olympic Watch Party experience which allows friends to collaboratively schedule watch parties, select and watch events together, fostering community. To enhance the viewing experience, the app offers multimodal features triggering outputs for a thrilling atmosphere. Real time contextual information accompanies each event, allowing viewers to better understand and engage.

Initial Iteration

We made a mistake while trying to iterate...

We made a mistake while trying to iterate...

We made a mistake while trying to iterate...

Before we began testing, we attempted to iterate our final concept to make it more novel and enhance its multimodal and omni-channel features. We focused on making the Watch Party experience more physical, enhancing thrill and atmosphere in a physical setting. We changed the device from a laptop to a phone & TV. The experience was centred around the TV with users able to mount their phone and use gesture detection to interact with the TV. Using gestures, they could produce micro-interactions on the TV or take photos and document their watch party experience, during ad-breaks

After conducting two short Think-Aloud tests on mid-fidelity wireframes, we quickly learned that this concept was over-engineered and too novel. This also reiterated that thrill was created by simple yet meaningful aspects that foster connection, such as friends' presence or deeper knowledge.

so we returned to our original idea.

so we returned to our original idea.

so we returned to our original idea.

Improving our solution.

Our iterative process consisted of 7 main iterations, each iteration was improved upon based on feedback from user and expert testing sessions or by increasing fidelity.

In total, we tested our product with 16 users over 2 different sessions.

We used the Think-aloud Protocol as it allowed us to clearly identify users misconceptions, while providing enough context to interpret the reasoning behind them. This cheap and robust method allowed us to test with a large sample size and gave us the flexibility to run independent sessions without differences in facilitators significantly impacting results.

We observed them after asking them to complete tasks like:
Task 1: Making your room public to friends
Task 2: Going through the second-screen onboarding
Task 3: Exploring the second-screen experience features
Task 4: Finding out what their friends have watched

Afterwards, we asked them questions like:
What did you enjoy about the platform?
What did you dislike about the platform?
What confused you?

We analysed and synthesised our data...

We analysed and synthesised our data...

Overall, quotes from each expert/user where assigned a different colour, allowing us to track later on whether insights were supported by multiple data points. This triangulated our findings, producing more robust insights. Additionally, behavioural observations were taken into account during the user testing analysis to provide more context to recorded quotes, and further ensure data triangulation.

We linked back to usability goals to allow us to identify the correct root of problems found, and thus create the most effective iteration to improve the user experience.

Overall, quotes from each expert/user where assigned a different colour, allowing us to track later on whether insights were supported by multiple data points. This triangulated our findings, producing more robust insights. Additionally, behavioural observations were taken into account during the user testing analysis to provide more context to recorded quotes, and further ensure data triangulation.

We linked back to usability goals to allow us to identify the correct root of problems found, and thus create the most effective iteration to improve the user experience.

Then we used an Affinity Diagram to organise our themes. Similar usability issues were clustered by Insight and then under their respective features. We chose affinity diagramming due to its flexible and collaborative nature which allowed us to easily compile different group member’s findings. This helped us visually identify the features requiring most refinement and additionally, plan what to test further.

and made some notable changes.

and made some notable changes.

💫 An Intuitive Onboarding Process

💫 An Intuitive Onboarding Process

To ensure that the onboarding process is as efficient and intuitive as possible, many small details were improved. These changes were made based on Jakob Nielsen’s 10 Usability Heuristics 1: Visibility of System Status and 7: Flexibility and Efficiency of Use.

To ensure that the onboarding process is as efficient and intuitive as possible, many small details were improved. These changes were made based on Jakob Nielsen’s 10 Usability Heuristics 1: Visibility of System Status and 7: Flexibility and Efficiency of Use.

We wanted our solution to be more novel.

We wanted our solution to be more novel.

📱 Creating the Second Screen Experience

📱 Creating the Second Screen Experience

Returning to background research, we discovered a phenomenon called “second screen experiences” where “A second screen is a smartphone, tablet or laptop a viewer is using while watching video content on their first screen, which is usually a TV but can also be a computer”. Most consumers favour a passive second-screen experience to complement the first screen, such as looking up information.

The expert insights supplement the on-screen events and commentators by providing extra knowledge about the athletes or sport from verified individuals (seen at bottom of screen). We decided to move expert’s insights from the laptop screen to be a unique mobile feature. This also allowed us to make it more interactive, allowing the user to engage in polls and surveys posted by the expert during the stream. We also added other information and some trivia as a way to enhance the thrill of the environment and assist in storytelling of on-screen events.

Returning to background research, we discovered a phenomenon called “second screen experiences” where “A second screen is a smartphone, tablet or laptop a viewer is using while watching video content on their first screen, which is usually a TV but can also be a computer”. Most consumers favour a passive second-screen experience to complement the first screen, such as looking up information.

The expert insights supplement the on-screen events and commentators by providing extra knowledge about the athletes or sport from verified individuals (seen at bottom of screen). We decided to move expert’s insights from the laptop screen to be a unique mobile feature. This also allowed us to make it more interactive, allowing the user to engage in polls and surveys posted by the expert during the stream. We also added other information and some trivia as a way to enhance the thrill of the environment and assist in storytelling of on-screen events.

💻 The Engaging Streaming UI

💻 The Engaging Streaming UI

The Streaming UI went through various iterations to ensure all the various functionalities were well-balanced. Our biggest challenge was balancing the stream with the user interaction features (and also the expert insights in earlier iterations).

The Streaming UI went through various iterations to ensure all the various functionalities were well-balanced. Our biggest challenge was balancing the stream with the user interaction features (and also the expert insights in earlier iterations).

👥 Keeping Up with Friends

👥 Keeping Up with Friends

Based on user feedback, the Friends Feed had a few UI changes. Many users were confused about the purpose of this page at first so a description was added for clarity. Font size was increased to improve readability and the “Watch Event” / “Join Room” buttons were simplified for a more minimal look.

Final Prototype

Next steps.

Next steps.

Olympics Together still has various areas for improvement before release. In the future. I hope to flesh out the interactive features, such as by allowing users to react to each other on the friends feed, in order to foster a more connected community on the platform.

Olympics Together still has various areas for improvement before release. In the future. I hope to flesh out the interactive features, such as by allowing users to react to each other on the friends feed, in order to foster a more connected community on the platform.

Conclusion
Conclusion

What I Learnt.

What I Learnt.

The Real Double Diamond

This project helped us to realise the non-linear process of design as we found ourselves having to pivot and return back to square 1 at multiple points. The first time was when we realised the root cause of lack of engagement with the Olympics was a lacklustre viewing experience and not because of negative news and media bias as we previously assumed. Hence, we had to reframe our problem statement.

The second major pivot was when we iterated our initial watch party concept into a multimodal gesture detection experience. As we hadn’t concept tested this idea with users first, we realised too late when we made the screens and started the think aloud testing protocol. Hence, this project has made us realise the importance of keeping user-centred, and making sure that every decision made comes with consulting users first. After these two obstacles, we adapted a “test more, iterate fast” mindset.

The Real Double Diamond

This project helped us to realise the non-linear process of design as we found ourselves having to pivot and return back to square 1 at multiple points. The first time was when we realised the root cause of lack of engagement with the Olympics was a lacklustre viewing experience and not because of negative news and media bias as we previously assumed. Hence, we had to reframe our problem statement.

The second major pivot was when we iterated our initial watch party concept into a multimodal gesture detection experience. As we hadn’t concept tested this idea with users first, we realised too late when we made the screens and started the think aloud testing protocol. Hence, this project has made us realise the importance of keeping user-centred, and making sure that every decision made comes with consulting users first. After these two obstacles, we adapted a “test more, iterate fast” mindset.

Let's Work Together!

Let's Work Together!

Let's Work Together!