Handball is a dynamic, fast-paced, physical sport. It features lots of goals, often scored after complex set pieces. Following the example of basketball, football, volleyball or rugby, handball professionals are starting to explore the application of big data analytics and Artificial Intelligence to improve the performance of their teams and players.

Type

R&D

Sports Analytics

Role

Product Designer

Tools

Figma

Miro

Slack

Zoom

Google Suite

Contribution

Surveys

Ideation

Paper wireframes

Mid-fi wireframes

Duration

4 months

Definition

Context

Handball’s data culture revolves around gathering what basketball calls box statistics – basic information about players’ shooting percentage and discipline record. It is difficult to use such information to gain an in-depth knowledge of the game. This is typically done during the match by one of the assistant coaches, and amended during post-match video analysis.

Match sheet

The assistant coach usually annotates these, while watching the match. They are then debriefed after the match.

Shooting patterns

Also annotated by the assistants during the match. Very often hand-drawn. May require 2 people if doing them for both attack and defense.

Design challenge

The challenge is to design an app that allows handball professionals to quickly and efficiently collect data about match events. The app should enable coaches to understand their teams’ and players’ performances and ultimately take game-winning decisions.

Research

Market research

Advanced, high-quality solution.

Very expensive.

No data about the rival teams.

Generates only aggregated stats.

Not available in real-time.

No immediate action.

Good, affordable product.

Limited analysis and AI capabilities.

Interaction needs improvement.

User interviews

We conducted a series of face to face open interviews with handball coaches from teams of different categories (amateur / pro, junior / senior, male / female), coming from different handball cultures and working in different countries.

During the discussions, we gathered the information on the following:

Demographics

  1. Age
  2. Nationality
  3. Gender
  4. League Level
  5. Practice Level & Category
  6. Experience

Data Culture

  1. What is your opinion about the use of data and statistics in handball?
  2. What tools are you currently using to track team and player performance?
  3. What do you see as the pros/cons of using a tool like Mana?
  4. When would you use it? Before, during or after the match?
  5. What features would you want to see in such a tool?
  6. What is your expertise with IT/digital tools?

Analysis

User personas

Pain points

Ability to quickly log the match events, without being too distracted.

Visual metaphors to focus on important events: timeline, heatmap.

Quickly toggle between individual and team performance.

Goal statement

The Mana App will allow users to log handball match events in real time and monitor the performance of players and teams through real time and post-match analytics. This will affect handball coaches and players who want to optimise the performance of their group by switching from the tedious, error-prone pen-and-paper method to an all-digital tool that improves the data collection and allows users to focus on data centred decision making.

Design

User flow diagrams

The diagrams below describe the 2 main user flows:

  1. Consulting a team’s players and matches, and creating a new match.
  2. Logging an event during a live match.

Click on the images to enlarge. Zoom in to check the details.

Site map

Ideation

Based on the lessons learned in the Research phase, I proceeded to developing paper wireframes for some of the most important screens of the app.

These were then the basis for brainstorming sessions with the mobile developer and the data scientist of the project, in order to design mid-fi level prototypes, while keeping in sync on any issues that might impact the functionality of the app.

Mid-fi prototypes

User tests

An initial functional prototype for iPad was developed, in order to test the assumptions related to functionality and interaction (events logging, timeline). The participants were some of the users who initially interviewed. They were presented with a demo of the product and allowed to browse through it. They were then debriefed during an open discussion about their experience with the product.

Wrap Up

Takeaways

Quick logging of match events
Handball is a fast paced sport. In the heat of the match, the user needs to pay attention to the action and quickly log the events. We've done this in only 3 taps!
Timeline
The timeline was one of the pleasant surprises. This wasn't initially thought as a main feature, but the user interviews and the initial testing revealed that this was one of the most appreciated features by coaches.
Involve designers early
The project departed without a designer and a functional back-end was already in its advanced stages of development when I joined the team. This affected my design in several ways:
  1. I needed to work around the current functionalities and at points it felt like they are guiding my design.
  2. The initial round of tests was more realistic. Coaches properly interacted with a somewhat functional product, which meant they could better articulate what they are happy with and what they think it's missing.
Previous
Next

Next steps

High-level prototypes​
This is the next natural step and only depends on the time constraints of the team involved. A front-end developer will use the prototypes to develop the next version of the product in early September.
Accessibility​
This is something that needs to be addressed as soon as possible in the next iteration.
User tests
Some of the coaches who took part in the interviews have enthusiastically commited to trying out the app once a more polished front-end is available. I would especially like to focus the testing campaign on the events logging, which is one of the pain points we have identified and key to the success of the product.
Desktop app
While the project started as a mobile-first, coaches have expressed their interest for having a desktop app that they can use before (preparation) or after (debriefing) the match, possibly in conjunction with other products (e.g., video players, video analysis tools). I will work on a complementary design for a sister web app, adapted to larger screens.
Analytics
The AI module is currently in development, with some cutting edge functionalities. Its results will probably be displayed in an analytics dashboard, while some of its outcomes (predictive analytics) will be delivered live, during the match. This is an entire user experience that we still need to design.

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