CONNETICS

ABOUT

As digitalisation has permeated all aspects of modern life, the Olympics must find ways to incorporate online media within their programs. Social media use in the Olympics has brought increased engagement and humanised athletes, giving viewers a unique perspective into the intricacies of Olympian life.

In response to this, and our research, we have developed a social media application on a mobile and smartwatch interface, aiming to increase connectivity between the athletes and non-athletes. This project outlines the methodologies and research my group undertook to develop a final design solution.

Role:
UX Research • UI Design • Prototyping

Duration:
10 weeks

Tools:
Figma, Illustrator, Photoshop

the problem:

Olympians receive significant attention during the Olympic Games but struggle to maintain visibility and financial support between events. Existing social media platforms weren't designed around the unique relationship between athletes and supporters.

methodology

Data Triangulation

We observed interactions on social media to understand engagement, content sharing, and fan behaviour, providing context to our qualitative and quantitative findings.

Interviews

To get an in-depth exploration of users' thoughts, feelings, and motivations. Interviews provide a rich, qualitative understanding of users' experiences, behaviours, and the context behind their decisions.

Online Ethnography

Surveys were chosen as a method to efficiently and effectively gather larger amounts of information from a wide range of participants. We targeted a broad audience, primarily in their 20’s who are more familiar with accessing and using social media in their daily lives, capturing the perspectives of a key demographic.

Surveys

How might we help Olympians maintain meaningful relationships with supporters throughout the year?

How might we help Olympians maintain meaningful relationships with supporters throughout the year?

ideation

We explored multiple concepts before evaluating them against user needs and project goals using a decision matrix.

user

journey

map

HIGH FIDELITY

heuristic evaluation

We used the Excel heuristic evaluation template provided in the module to conduct the first iteration of our high-fidelity interface after incorporating interaction flows. We formulated specific tasks for experts to complete, ensuring all features of the app were tested.
Mobile App Tasks:
Task 1: Sign Up & Log In – You’ve just downloaded the app and will quickly create an account.
Task 2: Watch Live – You’re interested in an athlete’s live stream; join a "listen together" channel to tune in.
Task 3: Explore – You’re exploring recent athlete updates; try the map feature to open an Matthew Glaetzer’s profile and follow him.
Task 4: Record a Training Session – Start and record a training session, then view the training report.
Task 5: Upload a Post – Imagine you’re a tennis athlete sharing a daily update; upload photos and post a message for your followers.

Apple Watch Tasks:
Task 1: Watch a live video of an athlete directly from your Apple Watch.
Task 2: Record a running training session using the Apple Watch.

FINAL PROTOTYPE

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