Design and build a proof of concept for a HoloLens application for basketball players. As a designer, it was a great learning experience to design combining the different input forms available for AR: voice, gaze and gestures.
Mixed reality experience for basketball players to improve their ball-IQ and decision making. In HoloHoops, the player sees three virtual players (attackers) that pass the ball between each other. The player has to make their way to the position where the ball is to defend it under certain time. If he doesn't, his opponents will shoot and score.
Worked in a multidisciplinary team composed of one project manager, three programmers, two UX designers and one 3D artist.
1. Research and Discovery
We conducted in-depth interviews with sports executives, sports consultants, semi-profesional players and coaches. Input gathered during these interviews validated the potential for a Mixed Reality solution to help sports players improve their skills.
Iteration Zero: Imagining the experience
In order to get an idea of what the end experience could feel like we recorded the zone defense drill using multiple iPhones. The person acting as the player had an iPhone on his forehead in order to record the experience from the first person perspective. Through these videos we captured what the user wearing the HoloLens would see during the experience.
This was a lo-fi prototype in which we tested the core idea. We tested this with friends that had experience playing basketball.
Testing iteration #1 - Key findings
Players want to know how long the drill will last. A time indicator would be good.
Players could remember the sound of the countdown (3,2,1), honk sound when they failed and victory sound when they won.
Most testers noticed the color change as an affordance for success.
All testers considered this a promising, cool training method which worked better than expected.
Based on the feedback obtained testing the first iteration we created the second iteration. For this iteration we increasead the fidelity of the virtual players to make them more realistic. We were lucky enough to be able to test this version with the UBC Thunderbirds Basketball Teams.
Testing Iteration #2 - Key findings
Most players reported considering the instructions clear.
What they liked about the drill: Easy to understand, color change to recognize the target, feels real, ball movement has a good speed, varies in long and short pass.
What they disliked about the drill:
Virtual players not perfect for tester's size, she has to look down to see the ball.
Field of view is limited.
If you miss the instructions at the beginning, you will be confused.
4 of 6 players consider the HoloHoops would help them become better players, because HoloHoops helps you practice by yourself as if your team were there.
Advice for future features: Lighter headset, bigger field of view, more drills, consider also focusing on agility and explosiveness.
The experience begins once the user says “Play”. He then hears a voiceover explain what the objective of the game is and is given a prompt to go to the starting zone. If the user stands on the starting zone (in front of the middle virtual attacker) that attacker turns green and the player is prompted to use the voice command “Start”. After saying "Start" the user hears and sees a countdown and then the word “Go” appears. The middle attacker passes the ball and the player must run to defend the ball timely. If they make it in time, the attacker keeps passing. If the player can defend the ball for 45 seconds, the drill is successfully completed. On the other hand, if the player fails to get to a trigger zone in time, they opponents shoot and score ending the drill.
3. The experience comes together: Hand-off
For delivering detailed specifications of the experience to our artists and programmers, we followed 8ninths’ HoloLens Design Patterns.
In each of these storyboards we define five components of the experience: