Cric-o-Pedia is an innovative online platform designed for cricket enthusiasts. It serves as a comprehensive hub for accessing, visualizing, and discussing cricket statistics. The project focuses on enhancing the cricket-watching experience by offering features like live game streaming, interactive data visualizations, and community-building tools for fans worldwide.
Design Thinking
Problem Statement
Navigating the vast world of cricket statistics can be daunting, especially for newcomers to the sport. Regular fans also face challenges in finding a unified platform that offers comprehensive player and team statistics, as well as a community for shared fan experiences.
Solution
Cric-o-Pedia is an online cricketing hub tailored to fans at all engagement levels. We provide live game streaming, global fan interaction, easy-to-understand statistical visualizations, and community building among cricket enthusiasts.
Literature Review
Our review spanned topics such as interactive design, online sports engagement, and data visualization. We studied academic papers covering user interaction in sports and the psychology of sports spectating, including insights on cricket fan behavior and sports data visualization (Mishra & Singh, 2018; Singh et al., 2019; Centieiro et al., 2013; Gantz & Wenner, 1991; Melnick, 1993; Ko et al., 2016; Zhi et al., 2019; Zhi & Metoyer, 2020; Hearst & Tory, 2019; Geerts et al., 2008).
User-Centered Design (UCD)
User Groups
- Newcomers to cricket seeking knowledge
- Regular viewers looking for a community
- Enthusiasts interested in in-depth cricket statistics
Requirements and Methodology
Interviews and surveys were conducted to collect qualitative and quantitative data. This helped us to gain insights into the different user interactions with cricket content.
Scenarios and Personas
We developed personas and scenarios based on our research findings, ensuring that Cric-o-Pedia caters to the diverse needs of cricket fans. Below is an affinity map of our findings. Based on this, we developed user personas and scenarios.
Competitive Analysis
We analyzed competitors like Cricbuzz, BCCI.tv, and ESPN Cricinfo to identify market gaps and to differentiate Cric-o-Pedia in the online cricket platform space.
Findings and Key Takeaways
Our research revealed the need for a platform offering organized data access, a text-based chat system for live matches, and a vibrant community for cricket fans.
User Evaluation
User feedback has been vital in refining Cric-o-Pedia, with a focus on user-friendly design and engaging features.
Technical Details
What is the MVP?
Cricket Statistics Visualization and Community Engagement System: The platform allows users to access detailed player and team statistics, visualize these statistics interactively, and engage with a global community of cricket fans.
Key features include:
- Live game streaming and match updates.
- Interactive visualizations of player and team statistics.
- Global fan interaction and community-building tools.
- User profiles for personalized experiences.
- Discussion forums and chat systems for live matches.
- Integration with cricket data APIs for real-time statistics.
- Tools for fans to connect and support their favorite teams.
- Admin capabilities for content moderation and community management.
Built with
Note: Compatible with modern web browsers and devices.
- React.js
- D3.js for data visualizations.
- Node.js with Express for the backend.
- MongoDB for database management.
- Socket.IO for real-time chat functionality.
- TailwindCSS for responsive design.
- Firebase for secure user authentication.
Data Resources
- Unofficial Crickbuzz API by API Dojo on Rapid API
- Cricsheet
Project Plan
Our project plan includes a Gantt chart, extensive literature review, competitive analysis, and a blend of interviews and surveys to thoroughly understand our user base. This approach led to the development of user personas, task flows, and scenarios.
Achievement:
- Successfully engaged a global audience of cricket fans.
- Recognized for innovative use of data visualization in sports analytics.
- High user satisfaction and engagement rates.
Conclusion and Future Directions
Our insights have shaped Cric-o-Pedia into a platform that effectively addresses the needs of cricket fans. We are committed to continuously improving and updating the platform based on user feedback and the evolving landscape of cricket viewership.
License
References:
Mishra, N., & Singh, A. (2018). Use of twitter data for waste minimisation in beef supply chain. Annals of Operations Research, 270(1), 337β359. https://doi.org/10.1007/s10479-016-2303-4
Singh, P., Kaur, H., Kahlon, K. S., & Sawhney, R. S. (2019). Do people virtually support their favorite cricket team? Insights from 2018 Asia cup. Proceedings of the Third International Conference on Advanced Informatics for Computing Research, 1β8. https://doi.org/10.1145/3339311.3339351
Centieiro, P., RomΓ£o, T., & Dias, A. E. (2013). Enhancing remote live sports experiences through an eyes-free interaction. Proceedings of the 15th International Conference on Human-Computer Interaction with Mobile Devices and Services, 65β68. https://doi.org/10.1145/2493190.2493203
Gantz, W., & Wenner, L. A. (1991). Men, women, and sports: Audience experiences and effects. Journal of Broadcasting & Electronic Media, 35(2), 233β243. https://doi.org/10.1080/08838159109364120
Melnick, M. J. (1993). Searching for Sociability in the Stands: A Theory of Sports Spectating. Journal of Sport Management, 7(1), 44β60. https://doi.org/10.1123/jsm.7.1.44
Ko, M., Choi, S., Lee, J., Lee, U., & Segev, A. (2016). Understanding Mass Interactions in Online Sports Viewing: Chatting Motives and Usage Patterns. ACM Transactions on Computer-Human Interaction, 23(1), 6:1-6:27. https://doi.org/10.1145/2843941
Zhi, Q., Lin, S., Talkad Sukumar, P., & Metoyer, R. (2019). GameViews: Understanding and Supporting Data-driven Sports Storytelling. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 1β13. https://doi.org/10.1145/3290605.3300499
Zhi, Q., & Metoyer, R. (2020). GameBot: A Visualization-augmented Chatbot for Sports Game. Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 1β7. https://doi.org/10.1145/3334480.3382794 Hearst, M., & Tory, M. (2019). Would You Like A Chart With That? Incorporating Visualizations into Conversational Interfaces. 2019 IEEE Visualization Conference (VIS), 1β5. https://doi.org/10.1109/VISUAL.2019.8933766
Geerts, D., Cesar, P., & Bulterman, D. (2008). The implications of program genres for the design of social television systems. Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video, 71β80. https://doi.org/10.1145/1453805.1453822