←
Back to Projects
CONCEPT PROJECT · UX RESEARCH
Keeping stats at game speed
I used research with 24 players and coaches to prioritize fast stat entry in a mobile app concept for Ultimate Frisbee.
My role
Product discovery, requirements & UX design
Context
24 survey responses · 9+ secondary sources
Project status
High-fidelity prototype · live tournament use untested
Product Discovery
UX Research
Prioritization
Mobile
I play Ultimate, so I knew how easily stats could be missed from the sideline. Keeping a record competes with watching the game. I wanted to understand what a phone-based tool would need to do for the person responsible for tracking each play.
My research focused on that person’s workload. A useful record for the team depends on someone being able to enter it while the game continues.
I surveyed 24 players and coaches and reviewed more than nine secondary sources. Respondents preferred one-tap entry to presets or manual typing. I used that finding to put quick stat entry at the top of the requirements and set a design target of one or two taps per play.
Logging a play needed to take one or two taps.
I gave deeper post-game analytics and detailed player profiles lower priority. Those features could add value later, but the first version needed to work for one person keeping stats on the sideline.
I ranked the requirements and mapped onboarding, live stat entry, and team management before building the high-fidelity prototype. I populated it with scores and rosters from real games, including Florida Warm Up 2025, to work through the flows with realistic data.
Using existing game data helped me check how the screens fit together. It did not tell me whether someone could keep up during a live match; that needed a separate test.
Prioritization
Make stat entry the first requirement
Core flows
03
Team and roster management
Support the person recording the game.
Design decisions
03
Use real scores and rosters
Target: one or two taps to record a play.
Summary of the prototype’s requirements and design choices.
The result was a high-fidelity prototype shaped by player and coach research. These figures describe the research and design target:
24
Survey respondents
players and club-level coaches
9+
Secondary sources
Reddit, forums, and rival apps
1–2
Tap target per play
a design constraint, not a measured result
Next, I would put the prototype in a scorekeeper’s hands during a tournament. I would track missed plays and how often they had to stop following the game to enter data. That would test whether the quick-entry design works under live conditions.