Ultimate Statsheet is a mobile app concept for recording Ultimate Frisbee statistics from the sideline. I used research with players and coaches to prioritize quick entry, map the user flows, and design a high-fidelity prototype.
Recording and correction in one place.
Player actions, recent entries, and undo share one recording screen; its density still needs live-game testing.
My role
From research to a recording experience.
My work connected the scorekeeper’s needs to the product scope, onboarding, team management, and live-entry interactions. The prototype focuses on recording and correcting actions while the game continues.
Problem
Recording competes with watching.
I play Ultimate, so I knew how easily stats could be missed from the sideline. I wanted to understand what a phone-based tool would need to do for the person responsible for tracking the game.
I surveyed 24 potential users through the UF Ultimate Frisbee Discord and Gainesville Ultimate Frisbee GroupMe, reaching college players and adult club-level coaches. I also reviewed more than nine secondary sources.
The opportunity
Make entry fit between plays.
Respondents preferred one-tap entry to presets or manual typing. That preference became the basis for a design target of one or two taps per play.
Entry-method preference
Research with 24 players and coaches informed the one-to-two-tap entry target.
Priorities
Quick entry before deeper analytics.
I gave post-game analytics and detailed player profiles lower priority. Those features could add value later, but the first version needed to support one person keeping stats on the sideline.
Prioritize recording and correction
Repeated actions, a recent-actions record, and undo support the immediate task of entering a useful record.
Keep supporting tasks out of the way
Onboarding and team management prepare the roster before live entry. Richer analytics should not drive the core recording flow.
A smaller first scope.
Live recording comes first, with roster preparation supporting it and deeper analytics deferred.
Prepare once, record during play
Onboarding and roster setup lead into a live-entry loop with a route for correction.
Interaction decisions
Less navigation. More screen density.
I mapped onboarding, team management, and live stat entry, then carried the quick-entry priority into the interface. I used real scores and rosters, including Florida Warm Up 2025, to work through the prototype.
Decision 1: Keep actions beside each player
The repeated row structure lets the scorekeeper record a player’s action on the current screen. The tradeoff is density: reducing navigation creates a crowded interface.
Player actions within reach
Record a goal and undo it from the same player row.
Decision 2: Keep history and undo within reach
Recent actions and undo share the recording screen, so an entry can be checked and corrected without opening another view.
Check an entry without leaving the game.
New entries appear in recent history, and undo removes the latest one without changing views.
Decision 3: Separate Next Point from End Game
End Game and Next Point use distinct labels and red and green outlines. Live testing still needs to establish whether these controls are easy to target while following a match.
Two distinct game actions
Next Point advances recording; End Game leads to the game summary.
Iteration
Resolve the flow before the finish.
I developed the recording layout from an early wireframe into a high-fidelity screen, keeping player actions and recent history together while adding game context and distinct controls.
Original wireframe
Player rows, repeated actions, and recent history establish the recording model.
Finished recording screen
The prototype preserves that model and adds game context and distinct controls.
These original artifacts show design progression. They do not establish faster live-game entry.
Outcome
Ready for a sideline test.
The result is a high-fidelity prototype with player actions, history, and undo on one screen. The one-to-two-tap goal remains a design target; live-game performance is untested.
What I would test next
I would test the prototype with a scorekeeper during a tournament, tracking missed plays, interruptions to watching, targeting errors, and correction attempts. Those observations would help establish whether the dense layout supports recording or needs fewer visible actions.