Criconnect

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Criconnect

  1. 1. Criconnect Get connected to cricketRavikumar JayaramanIU HCI-d Capstone, 2010-11
  2. 2. Criconnect• Website – Cricket fans to connect to cricket – In local area within United States
  3. 3. Overview
  4. 4. Overview• Problem• Approach• Research
  5. 5. Overview• Criconnect – Design decisions & intentions – Features, Criconnect 1.0 & Criconnect 2.0 – Scenario – Sponsors – Other sports – For HCI
  6. 6. Overview• Reflections• Summary
  7. 7. Problem
  8. 8. Cricket in Bloomington & US?
  9. 9. Problem• Insufficient access to the community or resources – Cricket fans travelling to United States – Deeply passionate – Desire to connect to the game
  10. 10. Approach
  11. 11. General focus• Cricket fans – International students who currently study or work after studies in United States
  12. 12. Common Problems• Survey – Awareness about local club – Finding the community – Lack of media – Lack of infrastructure and resources – Unaffordable cost and inaccessibility of equipments – Lack of recognition and awareness about cricket – Less commitment and time availability to cricket due to studies and work – Weather – University rules for clubs
  13. 13. Narrowed focus• Cricket fans in Bloomington • Passionate about cricket and desire to connect to cricket • Primarily enter US as students• Especially on how they connect to cricket in Bloomington
  14. 14. Research
  15. 15. Research• Primary research• Literature review• Critical analysis
  16. 16. Primary research• Joined and participated in the IUBCC club – Weekly games and occasional tournaments on special holidays• Observed club’s activity in Google groups• Interviewed administrator and new club members• Design sessions
  17. 17. IUBCC• IUBCC (Indiana University Bloomington – Cricket Club) – Cricket club registered under Indiana University – Primarily consists of international students
  18. 18. More about IUBCC• Cricket games played twice a week generally on weekends• Google groups used as the primary tool for organizing and communicating about games
  19. 19. Interview with administrator• Responsibilities as admin of IUBCC – Scheduling and finding adequate number of people to play every week – Finding resources – Problems of expanding as well as managing the club – Co-ordinate meetings – Organizing tournaments
  20. 20. Interview with administrator• Desire – Helping the sport reach out to maximum people and create more awareness• Current approaches – Orientation – Word-of-mouth
  21. 21. Interview with new members• Methods they used to find about the club • Friends – Existing members – Not a member but did knew about the club – Other new club members who are socially well connected
  22. 22. Insights• Primary methods of spreading awareness – Word-of-mouth and social network• Factors in spreading the awareness – Driven by chance – Cost and effort
  23. 23. Design sessions• Approaches to find activity/club in local area – Websites and web services • Google search, Google Maps, Websites – Social connections • Friends, Facebook – Self-exploration – Professional place – Accidental
  24. 24. Insights• Web presence – Increases the chance of finding relevant community – Easy to tie up with social networks while maintaining the uniqueness
  25. 25. Literature Review• HCI and Sports• HCI and Connectedness• Cricket & baseball in US
  26. 26. HCI and SportsWatching experience• Rich sensory experience using audio tools – Weldon, M. 2006. Audio tools for sports fan interaction. In CHI 06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI 06. ACM, New York, NY, 1511-1516• Mixed reality based experience – Bardzell, J., Bardzell, S., Birchler, C., and Ryan, W. 2007. Double dribble: illusionism, mixed reality, and the sports fan experience. In Proceedings of the international Conference on Advances in Computer Entertainment Technology (Salzburg, Austria, June 13 - 15, 2007). ACE 07, vol. 203. ACM, New York, NY, 216-219• Improved control over television watching – Lynn, S. G., Olsen, D. R., and Partridge, B. G. 2009. Time warp football. In Proceedings of the Seventh European Conference on European interactive Television Conference (Leuven, Belgium, June 03 - 05, 2009). EuroITV 09. ACM, New York, NY, 77-86
  27. 27. HCI and SportsPlaying experience• Technology to facilitate synchronous long-distance sports – Mueller, F., Stevens, G., Thorogood, A., OBrien, S., and Wulf, V. 2007. Sports over a Distance. Personal Ubiquitous Comput. 11, 8 (Dec. 2007), 633-645. DOI=http://dx.doi.org/10.1007/s00779-006-0133-0.• Technology which endures the intensity of several sports – Mueller, F. ., Agamanolis, S., Vetere, F., and Gibbs, M. 2009. Brute force interactions: leveraging intense physical actions in gaming. In Proceedings of the 21st Annual Conference of the Australian Computer-Human interaction Special interest Group: Design: Open 24/7 (Melbourne, Australia, November 23 - 27, 2009). OZCHI 09, vol. 411. ACM, New York, NY, 57-64• Mixed reality based experience – Bardzell, J., Bardzell, S., Birchler, C., and Ryan, W. 2007. Double dribble: illusionism, mixed reality, and the sports fan experience. In Proceedings of the international Conference on Advances in Computer Entertainment Technology (Salzburg, Austria, June 13 - 15, 2007). ACE 07, vol. 203. ACM, New York, NY, 216-219
  28. 28. HCI and SportsSocializing aspect• Computer supported collaborative sports (CSCS) – “Exploration into the design of computer applications which require sport-like input activities to achieve collective game experiences, mainly executed over a distance” – Computer supported collaborative play (CSCP) focusing more on fun and play • Wulf V, Moritz EF, Henneke C, Al-Zubaidi K, Stevens G (2004) Computer supported collaborative sports: creating social spaces filled with sports activities. In: Proceedings of 3rd international conference educational computing (ICEC 2004), Springer, Berlin, Heidelberg, New York, LNCS, pp 80–89 • Mueller, F., Stevens, G., Thorogood, A., OBrien, S., and Wulf, V. 2007. Sports over a Distance. Personal Ubiquitous Comput. 11, 8 (Dec. 2007), 633-645. DOI=http://dx.doi.org/10.1007/s00779-006-0133-0. DOI= http://dx.doi.org/10.1007/s00779-006-0133-0
  29. 29. Insights• Existing sports fan community• Focus so far – Enhance watching and playing experience – Long-distance playing as opposed to local
  30. 30. HCI and ConnectednessFostering a sense of community• Promoting chance encounters, long-distance sports, multi-point communication• Design nuggets – “Balance togetherness and uniqueness” – “Design for investment and growth”Agamanolis, S. (2003) Designing displays for Human Connectedness. In Public and Situated Displays. Social and Interactional Aspects ofShared Display Technologies. K. OHara, M. Perry, E. Churchill and Russell, D. (Eds), Kluwer, 2003, 309-334http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.59.5456&rep=rep1&type=pdf
  31. 31. Insights• Views of social bonding through sports – One emphasizes on the socializing factor where the game becomes a tool – Other emphasizes on game where socialization is only a part of the game• Assumptions in long-distance sports tools – People are connected to or know each other, at least they have a common context
  32. 32. Cricket & baseball in US• “blood brothers separated at birth but genetically linked” • Ancestor games - stool ball and trap ball• Cricket game in US • America’s leading ball game in 1855 • Downfall after the Civil War• Implications • Baseball took over cricket • Fast-paced lifestyle in US prohibited the growth of cricket“Swinging away- How Cricket and Baseball Connect” – Beth Hise
  33. 33. Insights• Cultural and social conditions shape history of the game• Cricket has to compete with and adapt elements from baseball
  34. 34. Critical analysis of Google groups• Juxtaposed the club members’ need against what the Google groups offers
  35. 35. Insights• Google groups not customized for the rich communication between the members – “Discussions” were used to schedule weekly matches and often lacked rich information such as weather, tracking the count of people playing etc., – Quantitative approach to classify members • Features such as rating a person which did not align with the contribution to the club
  36. 36. Summary – Approach• Approach – General focus • Cricket fans – Survey and narrow focus • Cricket fans, primarily entering Bloomington, IN, US as students
  37. 37. Summary - Research• Research – Primary • Participation, observation, interviews & design sessions • Current approaches to connect & challenges – Web, social network, self-exploratory, chance-driven
  38. 38. Summary - Research• Research – Literature review • HCI & Sports, HCI & Connectedness, cricket & baseball in US • Current focus on community, social aspect & remote bonding, culture & historical influence
  39. 39. Summary - Research• Research – Critical analysis • Google groups used by IUBCC admin & members • Lack of richness and quantitative approach
  40. 40. Criconnect
  41. 41. Criconnect• Design decisions & intentions• Features• Criconnect 1.0• Criconnect 2.0• Scenario• Sponsors• Other sports• For HCI
  42. 42. Problems/Barriers• Awareness of when/where/how to• Finding time• Resources (equipment, transport, grounds, medical etc.,)• Sustaining the passion• Unaffordable cost
  43. 43. Problems/Barriers• Ensuring sufficient number of people are there for playing• Weather• Sustaining cricket amidst new culture• Overcoming gender and cultural bias• Educating children
  44. 44. Natural constraints• Limitations on transport• Entry & exit timeline of students• Growth of club will saturate
  45. 45. Research insights• Primary research – Current approaches to connect & challenges – Web, social network, self-exploratory, chance- driven
  46. 46. Research insights• Literature review – Current focus on community, social aspect & remote bonding, culture & historical influence
  47. 47. Research insights• Critical analysis – Lack of richness and quantitative approach
  48. 48. Values• “Ultimate particular”• ‘The Design Way: Intentional Change in an unpredictable World : Foundations and Fundamentals of Design Competence’ - Harold G. Nelson, Erik Stolterman• Intentional• Practical• Highly useful to fans
  49. 49. Design decisions & intentions
  50. 50. Design decisions & intentions• Website • Very accessible for students – Intention • Must provide rich contextual information Take into account limitations on time, cost and transport
  51. 51. Design decisions & intentions• Intention – Primarily encourage playing compared to watching, at least weekly basis • Rich embodied experience • Chances of high bonding with the community • Health benefits – Promotion of interest and awareness in cricket among locals – Contributes to community development in long term
  52. 52. Design decisions & intentions• Intention – Low or no cost – Continued access to cricket even after location change • Students should have access to cricket if they need to move to new place because of work or studies
  53. 53. Design decisions & intentions• Website• Encourage playing at least on a weekly basis• Low or no cost• Continued access to cricket
  54. 54. Features
  55. 55. Features• Playing information - when, where, duration, directions, weather• Watching information• Announcements and calendar• Gallery of pictures & videos from past matches• Forums for members to talk about cricket, planning tournaments etc.,• Sponsor pages where they list special information/discounts
  56. 56. Features• Tools/apps for umpiring, scoring, helping maintain fitness etc.,• Profile for each player - scores recorded etc.,• Services/plans for injury, how to avoid injury• Social network plugins to connect & spread cricket awareness• Tools for teaching and training school children & locals
  57. 57. Criconnect 1.0• Creating awareness about local cricket playing schedule• Giving more rich information – Targeted especially towards new cricket fans
  58. 58. Interactive mockup
  59. 59. Interactive prototype
  60. 60. Interactive prototype
  61. 61. Feedback• Calendar• Transport and map become less important over period• Only email information on the site • For contact, carpools etc.,
  62. 62. Criconnect 2.0• Watching games with groups• Scheduling and collecting responses for game• Connecting to cricket in a new place• Text version and calendar view• Adding weather info on the thumbnail
  63. 63. Prototype & evaluation• Paper mock-ups• Evaluation – Usefulness, ease of use, usability and likelihood of the system used in a new place
  64. 64. Scenario
  65. 65. Week #2 in USBloomington, IndianaComes to know about Criconnect through web
  66. 66. Year #1 in USBloomington, INRegistered member and administratorSigned-in, RSVP for existing game, create new game as well as schedule weekly club game
  67. 67. Year #4 in USMiami, Florida
  68. 68. Sponsors• USA Cricket Association – Expanding cricket• Cultural centers – Preserving and showcasing culture• Local ethnic restaurants/vendors – Serve culture, not just food
  69. 69. Other sports• Soccer/football, hockey and many other sports fans – Especially who travel to a new place/culture – Not necessarily students
  70. 70. For HCI• Intimacy with activities in addition to intimacy between people – CHI 2011 “leveraging our diversity and connecting people, cultures, technologies, experiences, and ideas”(http://chi2011.org/index.html)• Empowering impromptu/dynamic communities• Personal, social and entertainment
  71. 71. Reflections
  72. 72. New things I learnt• First hand experience with “client”• Being a cricket fan played a huge role• Astounded by passion of few fans
  73. 73. Things could have been done better• Critical analysis & comparison of Facebook groups• Better focus on Google groups critical analysis• Design session to create a game which participants will play on a weekly basis – Unclear instructions• Using personas to critique and strengthen the design – Insufficient design detail to completely use personas• Design evaluation through mobile phone
  74. 74. Inspirations• Cricinfo.com• Flickr• Facebook• Weather.com• Meetup.com• Google maps• Goby.com
  75. 75. How long can it be active• Till sponsored, managed and curated by USA Cricket Association• Till cultural, socio-economic changes – People’s interest in cricket and how they view it
  76. 76. From human perspective• Allows people to do what they are really passionate about – With people they prefer – With people who appreciate it
  77. 77. Summary
  78. 78. Summary• Problem – Insufficient access to cricket community• Approach – Bloomington cricket fans• Research – Current approaches, literature review, critical analysis
  79. 79. Summary• Criconnect – Design decisions & intentions • Website, Low or no cost, Continued access,Highly useful – Features • Playing & watching schedule, schedule & RSVP for game – Sponsors, Other sports, For HCI
  80. 80. Attributions• Cricket ball (opening/ending slides and poster) (http://blog.citylets.co.uk/wp- content/uploads/2007/10/cricket-ball.jpg ) (free to share with attribution) (http://creativecommons.org/licenses/by-nc-nd/2.5/in/deed.en)• Cricket insect(http://www.flickr.com/photos/richardsinyem/1139629962/in/photostream/) (free to share & remix)• Cricket game(http://www.flickr.com/photos/somethingness/3739968670/sizes/l/) (free to share & remix)• Cricket ground (http://www.flickr.com/photos/sowri/2228556362/sizes/l/) (free to share with attribution)• Age and place (http://www.flickr.com/photos/ampersandyslexia/3258490209/sizes/o/) (free to share & remix with attribution)• Cricket kids(http://www.flickr.com/photos/mckaysavage/1396038336/sizes/o/) (free to share & remix with attribution)• Gender (http://www.flickr.com/photos/rishabh_m/5434107646/sizes/o/) (free to share & remix with attribution)• Screenshots of Meetup.com, Goby.com, Google Maps with Cricket near Bloomington, IN, USA accessed on 5/16/2011• Cricket passionate fan(http://www.flickr.com/photos/adwentures/3160405317/sizes/o/in/photostream/) (free to share & remix with attribution)
  81. 81. Thank you
  82. 82. For CapstoneErik Stolterman, Marty Siegel and Jeff BardzellIUBCC, Ashish Karia, Eran, Dhairya, Rohan Rajawade, Kshitish,Suhas, Mudit, Kartik Trivedi, Anuj Patel, Ramya, Srikanth andeveryone who took the surveyRobert, Dan, Anna Eaglin, Elisha, Nina Mehta, Kathleen, Ammar,Xiying, Matt Edwards, Sarah, Sam Shahrani, Fanxing, Chris Basham,Jeremiah, Joy, John Wayne, Anjana, Juntao, Chitmeng, Tianlu,Yuebo,Apurva, Thalith,Vidya, Gopi and Ragesh
  83. 83. For Master’sErik, Marty, Jeff, Shaowen and EliVidya, Gopi, Chad,Yujia, Moe, Casey and all myIDP mentorsMy awesome HCI-d cohort 2011
  84. 84. For supportFamily & friends
  85. 85. Criconnect Q &A

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