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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
01
Design for the scorekeeper
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.
02
Put quick entry first
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.
03
Build around real game data
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

01

Onboarding

02

Live stat entry

03

Team and roster management

Support the person recording the game.

Design decisions

01

Put quick entry first

02

Defer deeper analytics

03

Use real scores and rosters

Target: one or two taps to record a play.

Summary of the prototype’s requirements and design choices.

04
Ready for a tournament test
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.
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