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Designing Interactive Visualizations for Football Statistics: A User-Centered Approach to Second Screen Engagement
KTH, School of Electrical Engineering and Computer Science (EECS).
2025 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Design av interaktiva visualiseringar för fotbollsstatistik : Användarcentrerad design för ökat engagemang i second screen-applikationer (Swedish)
Abstract [en]

The growing availability of football data offers new opportunities to enhance how fans engage with and understand the game. However, many current applications either present data too complex for casual users or too limited for advanced audiences. This thesis investigates how interactive visualizations of football data can support fan engagement and in-game understanding in second screen contexts. An interactive mobile prototype was developed using Figma. It featured spatial visualizations such as heatmaps and passing networks, as well as value-based statistics such as expected goals, with a focus on interactivity and customization. Three rounds of testing were conducted with football fans and UX professionals: usability testing, contextual inquiry during live match viewing, and evaluation of the visualizations. Results show that spatial and value-based visualizations enhance in-game understanding and engagement, particularly when updated in real time. The study also underscores the importance of contextualizing statistics and allowing user customization. These findings offer practical design insights for future sports applications and second screen experiences.

Abstract [sv]

Digitala verktyg och en ökad tillgång till avancerad fotbollsdata skapar nya möjligheter att stärka fansens engagemang och förståelse för spelet. Många av dagens applikationer presenterar däremot data på ett sätt som upplevs som alltför komplex för ovana användare eller otillräcklig av mer kunniga användare. Denna studie undersöker hur fotbollsdata bäst kan visualiseras i en second screen-applikation för att öka användarengagemang och spelförståelse. En interaktiv mobilprototyp utvecklades i designverktyget Figma, och genom denna testades och utforskades visualiseringar såsom heatmaps och passningsnätverk. Detta gjordes genom tre testrundor med fotbollfans och UX-experter: användbarhetstester, kontextuell utvärdering under direktsända matcher, samt utvärdering av visualiseringar. Resultaten visar att både spatiala och värdebaserade visualiseringar kan stärka spelförståelse och engagemang, särskilt när de uppdateras i realtid. Studien understryker även vikten av att visa statistiken i rätt kontext, samt göra den anpassningsbar för användaren. Dessa resultat ger praktiska designinsikter för framtida sportapplikationer och second screen-upplevelser.

Place, publisher, year, edition, pages
2025. , p. 66
Series
TRITA-EECS-EX ; 2025:650
Keywords [en]
Football Data, Visualization, Sports Analytics, Live Sports Data, Second Screen Application, Fan Engagement, User-Centered Prototype, Design Thinking, Interactive Prototype, Usability Testing, Mobile Application
Keywords [sv]
Fotbollsdata, Visualisering, Sportanalys, Live-sportdata, Second screen-applikation, Fan engagemang, användarcentrerad design, design thinking, interaktiv prototyp, användbarhetstestning, mobilapplikation
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-371509OAI: oai:DiVA.org:kth-371509DiVA, id: diva2:2005885
External cooperation
PlaymakerAI
Supervisors
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Available from: 2025-10-30 Created: 2025-10-11 Last updated: 2025-10-30Bibliographically approved

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