Barrel Up

Barrel Up

Barrel Up

This is a project I completed as part of Designlab’s UX Academy. The prompt for this case study was to create an end-to-end application. With that being said, this is not a real company but the research is real and the design is based on actual user input, along with mentor and student feedback.

Role

UX/UI Designer

UX Researcher

Tools

Figma

Whimisical

Optimal Workshop

Role

UX/UI Designer

UX Researcher

Tools

Figma

Whimisical

Optimal Workshop

Role

UX/UI Designer

UX Researcher

Tools

Figma

Whimisical

Optimal Workshop

Research

My interest in creating products that cater to specific communities motivated me to focus on the needs of young baseball players who are aspiring to take their game to the next level. With an extensive background in baseball, I was able to conduct research and identify the unique challenges faced by high school baseball players on their journey to success. This research highlighted the intense competition that young baseball players face, which prompted me to explore innovative solutions that can help players overcome these challenges and succeed.

How can we utilize technology to assist with baseball player development?

My interest in creating products that cater to specific communities motivated me to focus on the needs of young baseball players who are aspiring to take their game to the next level. With an extensive background in baseball, I was able to conduct research and identify the unique challenges faced by high school baseball players on their journey to success. This research highlighted the intense competition that young baseball players face, which prompted me to explore innovative solutions that can help players overcome these challenges and succeed.

How can we utilize technology to assist with baseball player development?

Competitive Analysis

I believe that researching competitors in the market is a crucial step in understanding user needs and preferences. In this particular case, I focused on identifying solutions that catered to younger players while also being suitable for more advanced levels of baseball.

Through my research, I found that the market had a limited number of options available. Blast Baseball emerged as the most comprehensive competitor, offering advanced features that could appeal to more experienced players. However, I also found that their interface was not as user-friendly as some of the other options available.

On the other hand, SwingPerfect and OnForm stood out for their ease of use and simpler features. While they did not have the same advanced capabilities as Blast Baseball, they provided a more intuitive experience that younger players could benefit from.

In my opinion, the fact that technology has not yet infiltrated sports development at the lower levels of baseball presents an opportunity for innovation. As a UX designer, I believe that there is potential to create a user-friendly, comprehensive solution that caters to both younger and more advanced players. By understanding the needs and preferences of our users, we can create a product that truly enhances their experience and helps them improve their skills.

I believe that researching competitors in the market is a crucial step in understanding user needs and preferences. In this particular case, I focused on identifying solutions that catered to younger players while also being suitable for more advanced levels of baseball.

Through my research, I found that the market had a limited number of options available. Blast Baseball emerged as the most comprehensive competitor, offering advanced features that could appeal to more experienced players. However, I also found that their interface was not as user-friendly as some of the other options available.

On the other hand, SwingPerfect and OnForm stood out for their ease of use and simpler features. While they did not have the same advanced capabilities as Blast Baseball, they provided a more intuitive experience that younger players could benefit from.

In my opinion, the fact that technology has not yet infiltrated sports development at the lower levels of baseball presents an opportunity for innovation. As a UX designer, I believe that there is potential to create a user-friendly, comprehensive solution that caters to both younger and more advanced players. By understanding the needs and preferences of our users, we can create a product that truly enhances their experience and helps them improve their skills.

Interviews

SME Interview

As a UX designer, connecting with users is at the core of my work. However, in this particular case, I found it important to also connect with someone who had a direct impact on the end user - the high school baseball coach. I recognized that coaches have a unique perspective on the pain points that players deal with throughout their careers, and that connecting with one could provide valuable insights that I could not get directly from the players themselves.

My conversation with the coach proved to be incredibly helpful in shaping my solution. He had extensive experience with a direct competitor of my product, Blast Baseball, which allowed me to gain a comprehensive understanding of the features and benefits that players valued in a similar product. Additionally, he was able to highlight specific pain points that players were experiencing, such as difficulty with tracking progress over time and a lack of personalized feedback. 

Key Takeaways

First, metrics used in certain apps can confuse young players.
Second, recommended workouts did not necessarily translate to in-game performance.
Third, young players grew most by watching themselves perform.
Lastly, the metric that translated most to in-game performance was the percentage of the barrel was in the hitting zone during a swing.


User Interviews

It was crucial for me to gain a deep understanding of the target users of the product I was working on so I decided to conduct interviews with three active players after my SME interview. 

The first step in conducting these interviews was to identify suitable participants. I wanted to find players who were representative of the target audience for the product. I reached out to local baseball leagues and college teams to find players who fit this description. Eventually, I was able to find three players who agreed to participate in the interviews.

During the interviews, I focused on understanding how these players approach the task of improving their swings. I asked questions about their practice routines, the tools they use to analyze their swings, and the challenges they face in the process. Through these conversations, I was able to gain valuable insights into the pain points and needs of young baseball players.

Based on the insights gathered from these interviews, I was able to identify the key features that the product should include. For example, I learned that players often struggle to analyze their swings in real time, so the product would need to provide instant feedback on their form. I also learned that players appreciate the ability to track their progress over time, so the product should include features that allow them to do so.

Overall, the insights gained from these interviews were critical in shaping the design of the product. By understanding the needs and pain points of young baseball players, I was able to create a product that truly meets their needs and helps them improve their swings.

Key Takeaways

First, players only focused to one metric: Bat Speed.
Secondly, players watched or mimicked professional baseball players when trying to fix their swing.
Third, players tracked success by how hard they hit the ball, or if using applications, their Exit Velocity (or Exit Velo for short).

Interaction Design

I recognized the importance of defining the key features and information hierarchy of the application early on in the design process. To accomplish this, I created a detailed user flow that outlined each step that a user would take when using the application. This user flow allowed me to understand the user's journey through the app, as well as the potential pain points and opportunities for improvement.

One of the key features of the product was the ability for young players to record themselves and compare their swing to a professional player or themselves. This feature was essential to the user's overall experience, as it allowed them to visually see their progress and compare themselves to their peers. As a result, I put a significant amount of effort into creating an intuitive and user-friendly recording feature that allowed users to easily capture themselves in action.

In addition to the recording feature, I also incorporated biometric tracking to visualize key swing parameters such as hand placement, hip rotation, and head movement. This feature helped young players to understand the technical aspects of the game and provided them with the information they needed to improve their skills.

Overall, my approach to designing this application was user-centric, with a clear focus on meeting the needs of young players who wanted to improve their golf skills. By prioritizing the key features, as outlined in the user flow, and designing an intuitive interface that was easy to use, I was able to create an application that was both functional and enjoyable for users to engage with.

I recognized the importance of defining the key features and information hierarchy of the application early on in the design process. To accomplish this, I created a detailed user flow that outlined each step that a user would take when using the application. This user flow allowed me to understand the user's journey through the app, as well as the potential pain points and opportunities for improvement.

One of the key features of the product was the ability for young players to record themselves and compare their swing to a professional player or themselves. This feature was essential to the user's overall experience, as it allowed them to visually see their progress and compare themselves to their peers. As a result, I put a significant amount of effort into creating an intuitive and user-friendly recording feature that allowed users to easily capture themselves in action.

In addition to the recording feature, I also incorporated biometric tracking to visualize key swing parameters such as hand placement, hip rotation, and head movement. This feature helped young players to understand the technical aspects of the game and provided them with the information they needed to improve their skills.

Overall, my approach to designing this application was user-centric, with a clear focus on meeting the needs of young players who wanted to improve their golf skills. By prioritizing the key features, as outlined in the user flow, and designing an intuitive interface that was easy to use, I was able to create an application that was both functional and enjoyable for users to engage with.

Branding and UI

While this case study involved researching, designing, and optimizing user experiences for digital products. The process of creating a mood board and coming up with a brand name and logo is just one small aspect of my job as a designer, but it plays a crucial role in setting the tone and direction for the overall design.

The mood board serves as a visual reference point to inspire and guide the design process. By gathering a variety of images, colors, and typography that reflect the product's essence, I was able to establish a cohesive visual language that resonates with users. This step helped me identify the key design elements that will be used across the user interface, such as typography, iconography, and color schemes.

Once the mood board was complete, the branding process began. In this case, I came up with the name Barrel Up, which is not only memorable but also meaningful to the target audience. The name provides a clear indication of the app's purpose, which is to help users improve their performance in baseball. This serves as a powerful marketing tool as well, as the name resonates with the target audience and helps to build brand loyalty.

The logo is also a crucial aspect of brand identity, and I designed it with careful consideration of the mood board and brand name. It needed to be distinct, recognizable, and adaptable to different sizes and formats. Through a process of iteration, I arrived at a final design that effectively conveyed the energy and excitement of the baseball experience.

Finally, the UI kit that I developed ensures consistency across the user interface, from navigation to button styles. By establishing clear guidelines for the design, the UI kit helps users to navigate the app easily and intuitively, leading to a more enjoyable and satisfying experience. By creating a strong visual language through mood boards, branding, and UI kits, I help to establish a sense of trust and reliability that ultimately drives engagement and loyalty.

Full Case Study

Let's be honest, I'm not a developer so I just wanted to highlight some key points in my case study that I was proud of but I included the full case study in a PDF if you would like to take a look into my full work process!

See Full Process (PDF)

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