Interactions for Football
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ICT-687655 Delivering Single and Multi-Screen Content Services for Immersive, Customised and Shared Experiences in Homes and Social Spaces D3.4 User testing results: Interactions for Football Due date of deliverable: September 2018 Actual submission date: January 2019 Start date of project: 1 December 2015 Duration: 36 months Lead contractor for this deliverable: BBC Version 1 December 2018 Confidentiality status: Public © 2-IMMERSE Consortium 2019 Page 1 of (73) Grant Agreement number: 687655 — 2-IMMERSE — H2020-ICT-2015/H2020-ICT-2015 D3.4 User testing results: Interactions for football Abstract This document describes the results of user experiment tests that led to the development of the Football based experiences and includes the FanZone experience, an at home experience and the development of the production tools that supported the live production of the multi-screen experience of the 2018 FA Cup final from Wembley. This document also records the results of user experiment led development of the OnBoarding functionality that led to the creation of the Unified Launcher. Target audience This document is for public dissemination and experts with good background knowledge of media delivery systems and who are knowledgeable of user requirements in the target scenario areas. Disclaimer This document contains material, which is the copyright of certain 2-IMMERSEconsortium parties, and may not be reproduced or copied without permission. All 2-IMMERSEconsortium parties have agreed to full publication of this document. The commercial use of any information contained in this document may require a license from the proprietor of that information. Neither the 2-IMMERSEconsortium as a whole, nor a certain party of the 2-IMMERSEconsortium warrant that the information contained in this document is capable of use, or that use of the information is free from risk, and accept no liability for loss or damage suffered by any person using this information. This document does not represent the opinion of the European Community, and the European Community is not responsible for any use that might be made of its content. Impressum Full project title: 2-IMMERSE Title of the workpackage: WP3 User Interaction Design Document title: D3.4 User testing results: Interactions for football. Editor: Maxine Glancy BBC Workpackage Leader: Maxine Glancy, BBC Project Co-ordinator: Matt Scarth, BBC Technical Project Leader: Mark Lomas, BBC This project is co-funded by the European Union through the ICT programme under FP7. Page 2 of (73) © 2-IMMERSE Consortium 2019 D3.4 Executive Summary The 2-IMMERSE project set out to develop an extensible, scalable and robust software platform that would support novel credible multi screen experiences based on dramatic content including Sport and the plays of Shakespeare. The new experiences enabled by the software platform merge content from broadcast and broadband sources and support new visualisations, viewpoints, data and replay facilities in addition to social network functionality such as chatting, commenting, polling etc. The challenge can be summarised as co-producing the right content for the right screen at the right time whilst allowing a satisfying mix of control between the curation of the producer and the level of control desired by the user. The reporting framework throughout the 2-IMMERSE project is structured so that we can give methodical, iterative feedback. Therefore, WP3 deliverables outline ‘best practice’ for ux-design & testing strategy -what we have done, and what we want to do next in terms of design aspirations and capabilities. D3.1 reported on a group of small studies to inform and ground the overall UX design for the platform. For example, establishing synchronization parameters across devices. D3.2 reported on UX-design of the Theatre at Home service. For example, audience requirements gathering, and establishing basic screen layout design across devices. D3.3 described the user interaction design and experimentation work that informed the design of the MotoGP service experience, and specifically the subset of those features tested with connected audiences in private homes. It also reported on the design of the 2-IMMERSE Live Production Tools, used in the live-end-to-end trial, and the design of the SetUp and OnBoarding process. This document, D3.4, describes the design story behind the features necessary to enable the football based experiences. This includes the development of production tools that supported the live production of the multi-screen experience of the 2018 FA Cup final from Wembley. In addition it described the design story behind the development of the Football FanZone experience and of the accompanying Football at Home experience. Both of which were demonstrated at IBC 2018 where 2-IMMERSE had an extensive presence across three stands including a large stand in the Future Zone as well as on the stands of both Chyron Hego and IRT as well as a talk at the technical conference. The description includes user interaction designs generic to all trial services, informed by the findings from the Theatre at Home and MotoGP trials; and already reported in D3.1, D3.2 and D3.3. Some of the design challenges and the resulting experiments in D3.4 will inform the future Theatre in Schools service trial, which will be documented in D3.5. The methods used in WP3 include conceptual design, trajectory mapping, surveys and lab experiments. This deliverable covers the work and the thinking that led to the development of the service trial. It does not cover the test methodology or the results of the trial, which will be covered in WP4 documentation, or the technical development documentation of the production tools in WP2 and WP5. © 2-IMMERSE Consortium 2019 Page 3 of (73) D3.4 User testing results: Interactions for football List of Authors Maxine Glancy BBC Martin Trimby BT Mark Lomas BBC Jie Li CWI Christoph Ziegler IRT Reviewer Doug Williams BT Pablo Cesar CWI Page 4 of (73) © 2-IMMERSE Consortium 2019 D3.4 Table of Contents Executive Summary........................................................................................................................... 3 List of Authors .................................................................................................................................... 4 1 Introduction ................................................................................................................................ 9 2 Football: Concept development process .......................................................................... 10 2.1 Original proposal – Watching Football in a Pub ............................................................... 10 2.2 Requirements gathering ........................................................................................................... 10 2.2.1 Sport Apps ...................................................................................................................................................................... 11 2.2.2 Watching TV in public space .................................................................................................................................. 11 2.3 Exploratory work ........................................................................................................................ 12 2.3.1 Demo space proposal -iCity Showcase .............................................................................................................. 13 3 The new football-based service prototypes .................................................................... 15 3.1 Revised Guide scenario ............................................................................................................. 15 3.2 The development schedule ...................................................................................................... 16 4 Football at Home .................................................................................................................... 18 4.1 Example requirements .............................................................................................................. 18 4.1.1 Example 1 Live VR....................................................................................................................................................... 18 4.1.2 Example 2 Live Alternative Views ....................................................................................................................... 19 4.1.3 Example 3: In-game Replays. ................................................................................................................................. 20 4.1.4 Example 4: Live Data and data driven graphics objects ............................................................................. 20 4.1.5 Example 5. Social & Participation object. .......................................................................................................... 21 4.2 UX-design for Football at Home: wireframes graphics and the user interface. .... 22 4.2.1 Defining the primary (shared) screen and the companion (individual) screen ............................. 22 4.2.2 TV Match Graphics ..................................................................................................................................................... 23 4.2.3 Graphical User Interface (GUI) Video Overlay ............................................................................................... 24 4.2.4 Match Overview tab ..................................................................................................................................................