Sky Sports Fan Connect: Boosting User Engagement & Retention Through Fan Communities

Sky Sports - 2024

# UI Design

# UX Design

# UX Research

# Usability

# Web

# App

Team & Main Roles

👉 Emily Lin (UX research + UI Design)
Miguel Gonzalez (UX research + UX Design)
Karinz Wei (UX Research + UX Design)
Sanskruti Pawase (UI Design)
Yiru Liu (UX Design)
Yuxin Chen (UX Research + Service Design)

*All team members contributed in every stage, the roles above are just the parts where the member contributed the most.

Deliverables

User Research, Information Architecture, Wireframing, Prototyping, User Testing, Value Proposition Mapping, Client Relationship

Timeline & Duration

Apr 2024 - May 2024 (6 weeks)

Background

Our project brief is to strengthen the sports fan community. We had a particular focus on football and targeting the Gen-Z audience (who born between 1997 – 2012). The business requirement was to 1) attract new users while retaining the current ones, and to 2) stay competitive in the industry to ensure subscription revenue. Since the existing fan experiences don’t meet the expectations of highly engaged, social individuals, our mission was to enhance them to ensure continuous user engagement and satisfaction.

The Brief: Building Community

🚧 The Problem
🚧 The Problem
  • Existing fan experiences don’t meet the expectations of highly engaged, social individuals.

🚧 The Problem
  • Existing fan experiences don’t meet the expectations of highly engaged, social individuals.

📜 The Requirements
📜 The Requirements
  • Not only to retain existing customers but also to attract new customers.

  • To remain competitive, stay relevant, and keep fans engaged.

📜 The Requirements
  • Not only to retain existing customers but also to attract new customers.

  • To remain competitive, stay relevant, and keep fans engaged.

Lean UX Design Process

“Build, Measure, Learn”

Exploration

The Brief

research Objectives

We conducted secondary research to understand the current user behaviours and to explore business opportunities (type of sports and the target users), and then conducted primary research to further uncover the target users' experience and expectations.

We conducted secondary research to understand the current user behaviours and to explore business opportunities (type of sports and the target users), and then conducted primary research to further uncover the target users' experience and expectations.

SECONDARY RESEARCH

Existing Solutions

  • Bingo

  • Reddit

  • Discord/Whatsapp

Existing Solutions

  • Bingo

  • Reddit

  • Discord/Whatsapp

Trends & Gaps

  • #1 popular sport in the UK

  • The share of Gen-Z lower in football

  • Watching experience lacks innovation

  • #1 popular sport in the UK

  • The share of Gen-Z lower in football

  • Watching experience lacks innovation

Social Interactions

  • Increased digitalisation

  • Social behaviours among younger generations: the popularity of user-generated content

Social Interactions

  • Increased digitalisation

  • Social behaviours among younger generations: the popularity of user-generated content

PRIMARY RESEARCH

We conducted 6 semi-structured interviews with Gen-Z football fans, and here are our insights:

We conducted 6 semi-structured interviews with Gen-Z football fans, and here are our insights:

👦🏼

Fans connect deeply with football through early life experiences.

👦🏼

Fans connect deeply with football through early life experiences.

💎

Needs for affordable and accessible streaming options.

💎

Needs for affordable and accessible streaming options.

👁‍🗨

Desires for greater freedom in ways of watching lives with minimal distractions.

👁‍🗨

Desires for greater freedom in ways of watching lives with minimal distractions.

These key insights have guided us to create a qualitative persona and the design principles with our success metrics, which brings a more engaging and fulfilling experience for football fans.

These key insights have guided us to create a qualitative persona and the design principles with our success metrics, which brings a more engaging and fulfilling experience for football fans.

Ideation

The Brief

brief development: Persona

Based on our primary research and the initial persona provided by Sky Sports, we further developed the original brief and created a qualitative persona.

Based on our primary research and the initial persona provided by Sky Sports, we further developed the original brief and created a qualitative persona.

We concluded our research using the card sorting method and then we matched our findings with the original version of the persona, which also guided us to generate the user needs.

Below is the refined persona:

We concluded our research using the card sorting method and then we matched our findings with the original version of the persona, which also guided us to generate the user needs.

Below is the refined persona:

New Insights

Insights from the brief

User Needs

As a Gen-Z football fan...

As a Gen-Z football fan...

⚽️

I want to get closer to the sport and team I care about.

⚽️

I want to get closer to the sport and team I care about.

🧠

I want the means to become more knowledgeable about the teams I love to have more informed conversations with my peers.

🧠

I want the means to become more knowledgeable about the teams I love to have more informed conversations with my peers.

❤️

I want an experience that feels personal to me.

❤️

I want an experience that feels personal to me.

🧩

I want high-quality, flexible engagement experiences that both entertain and inform.

🧩

I want high-quality, flexible engagement experiences that both entertain and inform.

Design Principles & Success Metrics

Design Principles

Success Metrics

Belonging & Connected

Provide fans with ways to connect and form friendships with each other so that they may identify as members of the group and feel their contribution is valued for their participation in the fandom.

  • Number of watch parties created during the match

  • Number of non-Sky users joining invite links to participate in live chats or watch parties

  • Growth rate of user signups and registrations

Empowerment

Allow fans to experience custom content, making them feel they have got close to the game by highlighting their involvement and recognising contributions to reinforce their support to their team.

  • Number of users who engage with features that allow them to share their thoughts and opinions (e.g. live chats)

  • Number of purchases made by users from the item shop

Engagement

Provide accessible and flexible means for fans to experience the game and showcase the importance of their support, ensuring a personalised experience to best match their goal in supporting their favourite team.

  • Returning users creating watch parties

  • Number of users who participate in polls, predictions and, games during live games

  • Results from surveys measuring user satisfaction

Ideation

During the ideation stage, we tried several methods to explore different design possibilities.

During the ideation stage, we tried several methods to explore different design possibilities.

Prioritisation

We ideated and prioritised features based on our design principles and success metrics.

We ideated and prioritised features based on our design principles and success metrics.

Must Provide

Watch Party

Gamification

Fans Community

Live chats & reactions

Recognising the fans

Reward/Recognition System

Should Provide

Customising viewing experience of game

Customising audio experience of games

Sharing

Customisation and differentiation from different uses

Could Provide

Student Discount

Task Milestones

Won’t Provide

In-person experience

Assumptions & Questions

Would users engage in gamified experiences during a match coverage?

What kinds of connections and communities do users prefer to interact with?

What values are users looking to gain from customisation?

Would users engage in gamified experiences during a match coverage?

What kinds of connections and communities do users prefer to interact with?

What values are users looking to gain from customisation?

Means to Resolve
User testing
Means to Resolve
Ethnography Study
User testing
Means to Resolve
Ethnography Study

These are the high-risk and uncertain assumptions/questions we identified. They were resolved with the following user testing and ethnography study during the iterative design process.

These are the high-risk and uncertain assumptions/questions we identified. They were resolved with the following user testing and ethnography study during the iterative design process.

1st User Testing

The Brief

mid-fi Prototype Testing

🎯 The Objective
  • Validate assumptions

  • Test the usability of the mid-fi prototype

  • Gather insight/inspiration for the user story

🗒 Task
  • Task 1: Usability of Watch Party function

  • Task 2: Visibility of the Profile Page

  • Task 3: Impact of Community Pages*

Methods

We tested 4 participants using different evaluation methods to validate our assumptions.

Quantitative

“Think Aloud’

Semi-structured interviews

Quantitative

“Think Aloud’

Semi-structured interviews

Qualitative

Time for task completion

Completion rates

SUS (Score Usability Scale)

Qualitative

Time for task completion

Completion rates

SUS (Score Usability Scale)

The Results

SUS Score

Average
87.5/100

  • A1: 95

  • A2: 82.5

  • A3: 85

  • A4: 87.5

SUS Score

Average: 87.5/100

  • A1: 95

  • A2: 82.5

  • A3: 85

  • A4: 87.5

Completion Rates

Average
77.9%

Average: 87.5/100

  • Task 1: 97.5%

  • Task 2: 58.3%

Time Taken (s)
  • A1: 95

  • A2: 82.5

  • A3: 85

  • A4: 87.5

Time
Taken (s)
  • A1: 95

  • A2: 82.5

  • A3: 85

  • A4: 87.5

💬 Constructive Feedback

Points/Items Shop Confusion

“usually items would be in its own shop page or like items page”

Originality in Gamification

“At the moment there is not a lot here that you can't get elsewhere - the games are new”

👍 Positive Feedback

Originality in Gamification

“At the moment there is not a lot here that you can't get elsewhere - the games are new”

Chat with old friends

“I think this is more I think once you once I leave uni. Then that would be more interesting potential.”

ITERATION

The Brief

clients' Feedback

We had weekly meetings with the Sky Sports UX team to present and discuss our process and design. The communication was effective, and we received inspirational questions and insightful feedback that helped us pivot our design.

For example, the client was concerned about the feasibility of managing a large number of people in communities and the ways of ensuring friendly interaction, which led us to think more deeply about the idea.

ETHNOGRAPHY STUDY

🎯 The Objective

Test the effectiveness of adding gamification to watch party - BINGOAL!

💡 Key Results
  • Increased investment from all participants

  • Heightened attention to game details

💡 Key Results
  • Increased investment from all participants

  • Heightened attention to game details

🤔 Further Consideration
  • Implement non-intrusive notifications

  • Provide alert for game achievement

🤔 Further Consideration
  • Implement non-intrusive notifications

  • Provide alert for game achievement

USER STORY

Refined Information Architecture

Based on feedback, we modified the information architecture, added some new features for testing, and integrated our solution into the Sky Sports platform to avoid multiple apps and potential overload. We added acknowledgement questions and different modes in live chat for a safe, inclusive community. Predictions and polls were also added to the live stream to boost engagement.

2nd User Testing

The Brief

Hi-fi Prototype Testing

🎯 The Objective
  • Validate Assumptions

  • Validate iterations from mid-fi testing

  • Test out our high-fi prototype

🗒 Task
  • Task 1: Visibility of Profile page

  • Task 2: Usability of Watch Party

  • Task 3: Usability of Phone pairing

  • Task 4: Live chat functionality

Methods

It includes qualitative and quantitative methods (same as the 1st round) with 6 participants.

The Results

SUS Score

87.5 → 90.7

87.5 → 90.7

SUS Score

Average: 87.5/100

Completion Rates

77.9% → 100%

Average: 87.5/100

77.9% → 100%

Time Taken (s)

Averagely 20s more than the Optimal Time

Time
Taken (s)

Averagely 20s more than the Optimal Time

💬 Constructive Feedback

Seeing friends' statuses

“Would I be able to see if my friends are online watching a game? and can I join them?”

👍 Positive Feedback

All in one solution

“Everything that I want to do is all in one place and in one app. It’s cool that I can use my phone as well”

Love for the freedom of customisation

“I like that I can customise the widgets on the side panel so that I can just have what I want to see”

Final Solution

The Brief

Key Features

Laptop Side Panel

We provide customisable widgets such as live chat, match stats, league table, recap, and mini-games to cater users’ needs. These can also be integrated with existing 'Red Button' functionalities.

Other features include audio and camera settings, and users can connect with friends through live chat or enable Watch Party Mode.

Mini-games + Point System
BINGOAL & Cheering Competition

Our goal is to design simple games that keep users engaged without distracting them from the match.

  • In the bingo game, users make predictions to compete with friends and earn points for the item shop.

  • For the cheering game, users receive push notifications to join the game when a match gets less intense.

Invite & Connect with Friends

If Sara receives an invite to watch a game with friends, she will get a notification and can join on any device she's logged into. She can use multiple screens simultaneously.

To invite more friends, she can click "invite" and check their availability. Even if a friend is already in another watch party, she can still send them a message to join her.

Mobile App

Based on user test feedback, we aligned the design with the large-screen version to ensure a consistent experience across platforms.

Sara can access the profile page from the app, which allow them to check the points and all the badges they’ve earned by engaging with the features. She can also shop for stickers or theme colours for the live chat in item shop.

cross-platform Experience: the Use Cases

cross-platform Experience:
the Use Cases

📲

From Laptop to Mobile

If the users are already logged into all their devices, they can easily join the watch party from their phone by opening the Sky Sports app and clicking on the in-app notification.

This will then prompt the user to add the phone as a secondary device to be used just for the side panel features, including the ongoing watch party, or to transfer the game and watch party to their phone. (The design is inspired by MS Teams)

💻

From Mobile to Laptop

When a user wants to switch from watching a game on their phone to a larger screen, they can login to the Sky Sports website and receive an in-app notification to access the game with one click.

Alternatively, they can use the 'Watch' tab on the website. Once they join the match on their laptop, the phone pairs and the game collapses on the phone, making the laptop the primary device.

Potential Impact

The Brief

VALUE PROPOSITION MAPPING 

cross-platform Experience:
the Use Cases

👥

CUSTOMER

The solution fosters a sense of community, allowing users to feel connected as if meeting in person. It offers a seamless, customisable experience where fans can support their favourite team and stay engaged, social, and connected throughout the match.

SKY SPORTS

This solution enables Sky Sports to meet online football fans' needs for connection and engagement, offering unique experiences. It also keeps Sky Sports relevant by providing features not available on competitors' or pirate websites.

number of users

5M+

Downloads of Sky Sport App on Google Play

The Brief

Downloads of Sky Sport App on Google Play

#16

Sports App on App Store is the Sky Sport App

The Brief

Sports App on App Store is the Sky Sport App

49%

of UK football fans engaged with the sport online

The Brief

of UK football fans engaged with the sport online

Next Steps

The Brief

Expand our solution into other sports.

Explore opportunities to expand the fan base.

Expand into other digital mediums and technologies (TV, VR, Smartwatch).

Reflection

The Brief

Our team worked well together, thanks to continuous communication. We had weekly reflections on our performance and team dynamics to address any issues promptly. I also reflected individually on my roles and contributions to ensure personal growth as a designer.

Group Reflection: Key to effective collaboration
  • Anonymous Feedback

  • Weekly Moodboard

  • Group Process Evaluation Form

Examples of the tools used for our weekly group-reflection

Self Reflection: Being proactive & motivated
  • The TRIAD model of Role Clusters.

  • S.M.A.R.T Goal Setting

  • Feedback, Goals & Contributions

Example of my self-reflection of a week