In the current stage of live sports broadcasting, basically they are built with RTMP and HLS protocols and transmit signals through CDN. It still has some drawbacks in today's situation where users have a stronger need to interact with the software.
I often have to switch back and forth between the sports forum and the live stream page when watching live streams.
When using all kinds of live sports software, I often feel that the social aspect is very low and I can't find friends to watch the game with.
The broadcasting rights of various games are in the hands of different software, and users need to download several software to watch the events they want to see.
In the user research, I mainly used the interview method to understand users' needs in order to understand the pain points of current live sports software users.
Target Group: Sports fans — watch sports events at least once a week, and will continue to follow a team.
Goal: To understand users' pain points through interviews and draw empathy maps based on them.
Method: One-on-one structrual interviews through Tencent meetings.
After the user interviews, I divided the users into two main categories, those with high social demand and those with low social demand. These two categories of users are mainly distinguished by whether they want to make connections with others or not.
I will then show all the details of the design and the cross-platform interaction patterns in detail.