Research & Design Portfolio
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NFL Game Pass


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Overview

Deliverables

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Team: John Sykes, Thomas Dillman, Robin Yeung, Jill Perry
Client: National Football League (NFL)
Role: Lead UX Designer, User Experience Research Support
Duration: 6 weeks
Methods:

Challenge

Game Pass is the NFL’s premium subscription service which allows fans on-demand replay access to 20 years of archived games and live audio of current games. In the past, Game Pass had been kept behind what was called the “Walled Garden” as previous teams were unsure as to how they could integrate a VOD product into their app which focused heavily on news and scores.

New integration of personalization support and single sign-on would allow the NFL to redesign the mobile app around fan preferences across devices. As lead UX Designer, I was tasked with researching, ideating, and redesigning the NFL mobile app including the Game Pass product. The goal would be to increase subscriber count and perception of value by utilizing new personalization features to increase fan feature awareness and content engagement. In short, help the fan feel like The 12th Man - a term used to refer to the fan’s role in helping their chosen team succeed through participation and support.

Solution

To surface features to fans, I removed Game Pass from its walled garden and contextually surfaced its features based on fan access levels, current events, and fan personalization information. I also used this opportunity to simplify the general information architecture and layout of the app and integrate contextual upsells for non-subscribers, letting them know that features like Live Game Audio existed in the app. This had the added benefit of driving sign-ins, which are needed in order to track fan activity over time and store personalization data.

Final Concept

Long-term Routing and Rover Instrumentation (L-RROI) is a web-based platform that uses the predictability of tau to help the mission teams shift from short-term to long-term planning, increasing efficiency for the Mars 2020 mission.

Bring Down the Walled Garden

Integrating Game Pass games into the app increased accessibility and visibility to all users, allowing me to highlight the benefits of a Game Pass subscription more effectively and get fans into the content they wanted more quickly. The downside to this was that it would increase the complexity of the overall app, so we needed to find a way to simplify and explain the app to fans more effectively.

Informative Architecture

Removing the walled garden allowed us to begin proactively creating a Watch section for the app. Something that will become integral as the NFL’s direct-to-consumer VOD offerings evolve.
In order to make room for this new section, I ran a pathing analysis in Google Analytics and found that the Standings and Teams sections were being utilized together often, making them prime candidates to be combined and free up space on the navigation and reduce user effort.

Context is King

As Game Pass integration would increase app complexity, I turned to a card system and contextually surfacing relevant data in order to reduce cognitive load. The card system allowed a variety of content to become modular, making the architecture more flexible. Contextually surfacing relevant data reduced cognitive load by guiding fans to the features which would be most relevant to them and hiding features they could not use.


Research and Definition

Methods:

Formative Research

Secondary Research Review

I started off by conducting reviews of existing research on the subject of Game Pass and direct-to-consumer (DTC) video. I also looked up research on existing user pain-points to guide me in targeting a solution that might kill two birds with one stone. There was a large amount of research around this subject and I came away with a lot of helpful information.

Key Findings

  1. Game Content is Game Pass’ largest driver of engagement

  2. Long-Distance fans drive Game Pass adoption because blackout rules prevent them from watching their teams Live.

  3. Inconsistent treatment of features like Live Game streams causes confusion among fans

  4. Fans are typically concerned with content related to their chosen team largely see other content as irrelevant or superfluous.

  5. The complex network of authentication levels the NFL uses to protect its business model confuses fans as to what content is available.

  6. Fans would often use the Teams page and the Standings page in conjunction with each other, but they were located in separate sections of the information architecture.

  7. One of the most valuable and heavily used features of Game Pass is the ability to Hide Scores.

Expert Interviews

I interviewed 6 long-time product stakeholders at the NFL, knowing that there was likely institutional knowledge that was not available in our research archive. This included product managers, business strategists, developers, and designers who had dealt with these challenges for years. These interviews were helpful in both contextualizing why certain rules like live game blackouts existed, what alternatives were available and what constraints, like technological barriers, prevented us from carrying out certain solutions in the past.

Constraints

Through the interviews and research, I made note of the following constraints affecting any potential design output for Game Pass integration.

  1. Fans need a very expensive subscription in order to watch a game that is considered “out-of-market.” There are complex rules around this, but a good rule-of-thumb is that games featuring teams from the region you are located in will be considered “in-market” and everything else would be considered “out-of-market.”

  2. We only had 2 full-time developers able to work on the app at a given time, so any design solution would needed to be low on engineering cost and utilize existing components where possible. Additionally, the NFL had typically skipped the wireframing phase so any wireframes I did create I would need to make from scratch.

  3. Due to technology limitations, we would not be able to show previous seasons’ games in the same part of the app as current season games. I needed to find a way to make it clear to the user that they had 10 seasons of Football to watch, but they were split between locations.

  4. The main success metric for mobile video at the NFL was Average-Minute-Audience (AMA) which is largely driven by users watching free in-market games provided through the app. As such, we could not put free content behind a sign-in without drastically reducing AMA. This severely limited our user tracking ability, particularly across different devices .

Insights

1

As the main driver of Game Pass subscriptions is the ability for fans to watch teams play out of their local market, the lack of live in-season games is disappointing to many.

The walled garden existed because Game Pass was added on after-the-fact and did not fit any of the established information architecture. As we were already rethinking th IA, this presented us with the opportunity to plan around integrating the Game Pass product into the app experience.

2

Live Game Audio was not subject to the blackout restrictions that video was and therefore could be broadcast live to out-of-market fans, however due to the walled garden it was not surfaced to fans and many were not aware of the feature’s existence.

3

 

Mental Model

I used findings from the first phase of research to create a simple mental model used to guide my design. At a high level, the intent was to help the user find timely game-centric content that was relevant to them. Given the complex access levels inherent in the NFL’s business model, I also wanted to prevent fans from being exposed to content they could not access, reducing cognitive load and helping the fan find content to watch more effectively. To do this, I planned to rely on a combination of the newly implemented personalization features and contextual exposure of features.

 

[MAKE PRETTY]. Access Level > Time > Relevance > Personalization

 

Ideation

Methods: Sketching, Wireframes, Competitive Analysis

Sketching

Given the constrained developer resources and the lack of a wireframe component library at the NFL, I wanted to avoid any excessive work for the engineers or myself. I used sketches to conceptualize ideas that could be easily scrapped or adjusted with little effort. I then met with the developer lead and used the sketches to communicate feature ideas and confirm feasibility before moving onto building wireframes.

Proposed Concepts and Features


Wireframes

With reasonable confidence that my concepts weren’t overly ambitious, I began wireframing the prototypes I’d mapped out and sketched. This process was iterative as I would continuously review my concepts with direct reports who would provide feedback and guidance. I focused on 4 user flows which would encompass the majority of likely state changes, including some of the thorniest problems like watching a game immediately after it finished where availability would be limited. This allowed us to design for the worst-case scenarios first then backtrack into the easier problems to solve. I prefer to design for the worst case first as it tends to save work in the long run.

[INSERT EARLY STAGE WIREFRAMES]


Evolution of the Prototype

Methods: Design Critique, Low-Fidelity Prototype, Wireflows, Moderated Remote Usability Testing, High-Fidelity Comps

Add archive Modal
Switching toggle and wording for scores

Final Wireflows

After reviews with my team, the fidelity of the wireframes increased to a level that would be sufficient for some remote testing. The Wireflows seen here represent the process of ideation through evaluation up to this point and include screens from other parts of the app that are part of the 4 “happy paths.” I used these wires to create interactive InVision prototypes which I tested remotely via Validately.

Remote Testing

This round of testing using the wireframes was meant to look for major issues with the information architecture and design so that we could change them during the iteration to high-fidelity comps. As our UX researchers were busy running testing on another section the app, I opted to perform my own remote testing for this stage in order to gather user feedback. While I believe a designer testing their own designs in never ideal, when resources are constrained it is sometimes necessary. In this case, I would be testing the lower fidelity versions, but once the comps were completed the UX research team would test the high-fidelity versions as part of their typical process.

Finding 1: The Games Archive Card was Not Discoverable

The Games Archive card which was meant to bridge the current season games housed in the Games section with the previous season games housed in the Watch section, however in testing users struggled to find it under the ‘Final’ heading of the Games page. It was originally put there because all of the games available in the Archive would be considered 'Final’ as they were completed. However, it was located too far down the page to be discovered. To get around this, we chose to move the card up above the ‘Upcoming Games’ section. This made it very visible to users which is important as its a new feature. Once the feature had been established in fan’s minds, we could consider deprioritizing it to a lower part of the page.

Finding 2: The Watch Live and Listen Live buttons were redundant, only one was necessary and should be surfaced contextually.

Fan feedback told us that users who were able to Watch a live game were unlikely to also want to Listen to it. As the user cases for watching and listening were very different and the fact that Listen Live was surfaced to act as a ‘next best option’ if the game wasn’t available to watch, we chose to only surface Watch Live if it was available and otherwise surface Listen Live. This reduced clutter and enhanced discoverability of the features.

Finding 3: Excessive Spoiler Warning Modals

In order to avoid showing game score spoilers to Game Pass users who weren’t expecting it, we added a spoiler warning modal before an event where scores would be surfaced. This included the Scores toggle, Game Details pages, and Live Game pages. However, in testing we found we’d erred too far on the side of caution and the modals were intrusive to users. In the next version, we only kept the spoiler modal for when you toggle scores on. For something like clicking into a Live Game, we assumed the fan knows they are going to expose themself to a Live game’s score.

High-Fidelity Comps

Following the remote testing of the wireframes, I handed off the deliverables and my findings from testing to the product designers who integrated those findings into the next level of fidelity and prepped the prototype for testing. Once this was completed, I updated my wireframes to match the high-fidelity versions so that there was version consistency in the documentation.

These comps were then included in a test of the larger information architecture performed by the UX Research team. UXR met with me and the product designer I was partnered with to see what what our goals were and what we’d like to find out. As the previous tests were far from comprehensive and changes had been made between the wireframes and the comps, both myself and the product designer had questions around whether fans would understand that certain interactions were available, where they might find certain information, and how they would perform some well-known tasks like finding a game recently played by their favorite team.

Feature Walkthrough


Lessons Learned

Stand on the Shoulders of Giants

Knowing that design and engineering resources were constrained meant that I had to be judicious about what I asked to be built. I needed to as many existing components as I could in order to preserve resources for high-priority tasks like data migrations and Gracenote integration. Luckily, I’d be gifted some very smart colleagues who had created a component library which was easily accessed and catalogued. Rather than build the UX from the ground up including my own custom components, I tweaked their existing library to the needs of the new products. Preserving these resources ended up paying extra dividends in the long run as COVID-19 forced many of our typically in-person events like the NFL Draft to be remote, which meant engineering resources were pushed to the limit building a new experience in a matter of weeks and handling the complications that come with an influx of traffic.

Always Review the Reasoning Behind Features You Disagree With

One of the hardest things to pick up at any job is the institutional knowledge that your predecessors hold on to, sometimes without even realizing it. The lack of communication of this knowledge can lead to preventable mistakes and learning the same lesson twice. Avoiding these mistakes was a major focus of mine when I first came into the NFL. Ironically, my lack of football knowledge was probably the reason I was so obsessed with asking my coworkers about the product’s history; I had little experience with broadcast sports so I needed to learn a lot quickly and being a researcher I liked to interview people. Luckily, I was surrounded by some of the the world’s most knowledgeable experts in the world on the football business. As I reviewed the existing app, I asked why certain decisions were made. Some of those decisions had very good legal or technological reasoning. Other decision, like the lack of Game Pass integration into the app were merely an artefact of a lack of resources at the time. These interviews allowed me to know where the pitfalls were and where the opportunities were before I even opened my Sketch which was a huge advantage.

Designing for the Unpredictable

NFL Broadcast rights are being renegotiated in 2021 - one year after I redesigned the app around helping fans navigate the tangled web of authentication rights. One of the biggest challenges throughout this project was trying to design for unknown constraints that had yet to come out of legal negotiations. How soon after air will Game Pass users get access to games? Will live audio be available next season? How many concurrent streams per account will be allowed? All of these questions don’t have answers yet, so the best I could do was make the design flexible and modular to react to those unknowns. That is one of the strengths of using cards in app design - you can remake cards and elements relatively easily without having to redesign the entire app - that should provide the NFL with some level of future-proofing for when those constraints do become known.