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GoalChat:Enhancing the Viewing Experience of Football Spectators Through a Smartphone Application

Jesse van Oostveen - 10409750

Introduction

Introduction

● Sports, Television, and its Viewing Experience● eSports● Two goals:

○ To provide an enhanced experience○ To make it a complementary experience

rather than a competing experience

Definition of Viewing Experience

● Many different definitions● Created own definition:

○ Enjoyment from Nelson et al. [1]○ Interaction from Lochrie & Coulton [2]○ Immersion from Velt et al. [3]○ Ease of Viewing from Jumisko-Pyykkö et al. [4]○ Visual Comfort from Jumisko-Pyykkö et al. [4]

“Can the viewing experience of a football spectator be

enhanced through the use of a smartphone application?

Research Question

● One paper by Dolbin [5]● Two papers by Sezen [6, 7]● The ideal second screen experience

according to Sezen includes: ○ Various match statistics○ Tailored social media feeds

● Dolbin’s recommendations:○ Understand the needs of the spectators○ Aim for what is not provided by the broadcast

Related Work

Methodology

Testing● Evaluate the

application● Two groups;

control & test● Watched full game● Filled in questionnaire

Prototyping● Create a design ● Lo-Fi & Hi-Fi

prototypes● Feedback loop● Hi-Fi prototype with

football match

Interviews● Gather user

requirements● Twelve participants● Questions about their

football viewing● Transcribing & Coding

Literature Review● Gather background

knowledge● Viewing Experience● Sports & Viewing

Experience● Sports & Second Screens

Design

Interviews

● Twelve semi-structured interviews● Script was divided into four parts● Transcribed into twenty-seven pages● Coding to identify themes

○ Open coding○ Axial coding○ Selective coding

User Requirements

● Majority has a team preference● Small preference for basic match statistics

& Twitter timeline● High preference for a chat

Low-Fi Prototypes

● Based on user requirements & existing applications

● From physical to digital sketches● Feedback loop

Hi-Fi Prototype

● Gathered more feedback● Screens next to a football match● Valuable feedback● Design for the application

Application

● Created for Android only● Phonegap Build● HTML, CSS & Javascript● Four different views● Final test during Portugal - Poland

Selection View

● Select name & team● See once● No preference means

random selection

Home View

● See team line-ups● Real-time connection through

Google spreadsheet● No statistics

Twitter View

● Used Twitter’s timeline API● Updated in real-time● Live commentary on the match

Chat View

● PubNub API● Emoticons based on user

requirements● Most time was spent in chat

Results

Testing

● Control group & Test group● Thirty participants (Fourteen Control/Sixteen Test)● Three quarter final games● Questionnaire directly after game

Questionnaire

● Only fill in once● Each section was a Viewing Experience aspect● Likert scale● Mann-Whitney analysis

ResultsSection p Reject the null hypothesis

Enjoyment Section 0,407 No

Interaction Section 0,002 Yes

Immersion Section 0,040 Yes

Ease of Viewing Section 0,997 No

Visual Comfort Section 0,245 No

Overall Viewing Experience 0,154 No

Results - Cont.

Interaction Section Immersion Section

Question With or Without

MeanRank

Q1 WithWithout

18,1912,43

Q2 WithWithout

18,8811,64

Q3 WithWithout

20,2810,04

Q4 WithWithout

19,9710,39

Section WithWithout

19,8810,50

Question With or Without

Mean Rank

Q1 WithWithout

15,5915,39

Q2 WithWithout

18,4412,14

Q3 WithWithout

17,5613,14

Q4 WithWithout

18,2812,32

Section WithWithout

18,5012,07

Discussion

Findings

● Enjoyment was not even close to being significantly different

● Not every question of Interaction and Immersion were significantly different

● Mean ranks of Ease of Viewing and Visual Comfort questions suggest a negative impact of using the application

● Those that used the application gave higher scores overall

Limitations

● No real fans● Questionnaire● Lack of participants● No real-time statistics

Recommendations

● Include real-time statistics● Bigger test group● Qualitative methods rather than quantitative● Distinction between fan and spectator

Future Work

● Focus more on distinction of fan and spectator● Effect of each aspect on the viewing experience● Creating an application that does enhance the

viewing experience

Conclusion

● Viewing Experience defined as; Enjoyment, Interaction, Immersion, Ease of Viewing, Visual Comfort

● Significant difference between Interaction and Immersion

● No significant difference between the Viewing Experience

● But...

References[1] Nelson, L. D., Meyvis, T., & Galak, J. (2009). Enhancing the television-viewing experience through

commercial interruptions. Journal of Consumer Research, 36(2), 160-172.

[2] Lochrie, M., & Coulton, P. (2012, July). Sharing the viewing experience through second screens. InProceedings of the 10th European conference on Interactive tv and video (pp. 199-202). ACM.

[3] Velt, R., Benford, S., Reeves, S., Evans, M., Glancy, M., & Stenton, P. (2015, June). Towards anextended festival viewing experience. In Proceedings of the ACM International Conference onInteractive Experiences for TV and Online Video (pp. 53-62). ACM.

[4] Jumisko-Pyykkö, S., Strohmeier, D., Utriainen, T., & Kunze, K. (2010, October). Descriptive qualityof experience for mobile 3D video. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries (pp. 266-275). ACM.

[5] Dolbin, J. (2015). The Effects of Second Screen Use on the Enjoyment of the Super Bowl (Doctoraldissertation, UNIVERSITY OF MINNESOTA).

[6] Sezen, E. (2014, June). Analysis of match-related information seeking behaviour during the act ofwatching football matches on TV. In TVX 2014 ACM International Conference on InteractiveExperiences for Television and Online Video.

[7] Sezen, E. (2015). Enhancing watching experience of football matches on TV via modes ofinteraction and types of visualisation of match-related information on second screen.

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