Feed

Three platforms, one interaction model

323K fans followed the tournament in 3D on Quest, mobile and web, through one interaction system. One feature failed, and the data said exactly why.

Role
Lead XR Interaction Designer
Timeline
2025 & 2026 tournaments
Clients
ESPN & USTA
Partners
Meta, IBM, Immersiv.io
Platforms
Quest / iOS & Android / Web

The brief

Headset first was the wrong starting point

Asked

Design the richest experience on Quest, then port it down to mobile and web.

Built

The interaction model was designed for the weakest input surface first, then enriched upward. Quest was the headline. The phone was the reality.

À compléter — la preuve qui justifie le recadrage

Le chiffre de répartition des utilisateurs par plateforme (ex. « 78 % des sessions sur mobile et web »). C'est lui qui transforme une intuition en décision. Sans lui, ce bloc reste une opinion.

Success criteria

What we were trying to move

  • Adoption Share of Live Scores users who open the 3D Match Center
  • Depth Interactions per session, across all three platforms
  • Return Fans coming back for the next match, not just the first

À compléter — seuils et point de départ

Chaque critère gagne un seuil chiffré (« +X % », « > N interactions ») et sa valeur 2024 si elle existe. Si ces objectifs n'ont pas été posés au départ, on l'écrit franchement : « reconstitués après coup ».

Decision 01

Presets over free camera

Dropped

Free camera as the primary control. The obvious call in a 3D sports product, and a navigation problem: the rally is over by the time a fan has framed it.

Shipped

Preset views: behind each player, aerial, sideline. One tap to a meaningful angle, always oriented to the action. Free camera stayed available underneath.

Decided on time-to-a-good-angle, not on how much control we could offer.

A preset view on mobile: behind the player, oriented to the rally, one tap away.

— %

Angle switching, filters and set selectors were all adopted on all three platforms. The interaction model translated without degrading.

  • Same control layout on Quest, phone and desktop
  • No platform-specific onboarding needed

In-app analytics · 2025 & 2026 tournaments

À compléter — le chiffre d'adoption

Le taux d'utilisation des vues prédéfinies (ou du changement d'angle) par session, si possible par plateforme. C'est le chiffre qui remplace « healthy adoption ».

Decision 02

The timeline is navigation, not a replay mode

Dropped

A replay toggle inside a menu, where this control usually lives. Entering it means leaving the live match.

Shipped

The timeline as the primary navigation layer: visible by default, usable during live play, never a mode you enter.

Tennis is built out of discrete points. The way around the match should be built the same way.

Points listed set by set, reachable during live play.

90%+

of all sessions happened during live matches. The timeline is what let fans rewind without abandoning the live feed.

  • Fans move between live and the point that just happened
  • Leaving live to replay it would have cost them the next one

In-app analytics · 597K sessions

Outcome

What actually happened

323K
Total users
597K
Total sessions
30%
Retention
2×
Year-on-year growth

In-app analytics · 2025 and 2026 tournaments · ESPN & Immersiv.io

90%+ of sessions happened during live matches. That settled the product’s identity: a live companion, not a replay library. 30% retention on an event-based app meant fans came back for the next match.

The live entry point: “Follow in 3D” inside IBM SlamTracker, next to the score.
“New feature on the US Open app! This is pretty cool if you ask me.”
App Store review
“To go back and see where that ball landed and see the trajectory of the ball, it’s a great tool.”
Fan feedback

À compléter — un retour client

Une phrase d'ESPN, de l'USTA ou de Meta, avec le nom et le rôle. C'est la seule preuve externe qui manque.

Read-out

What worked, and what didn’t

What worked

  • Preset views carried the whole navigation model, on every platform
  • The timeline was used live, not after the match
  • Fans returned for the next match: 30% retention on an event app

À compléter : un ratio par ligne (adoption des presets, part des sessions qui ouvrent la timeline).

What didn’t

Replay usage was low, and it was an affordance failure, not a content one.

  • Timeline points gave no visual signal they were interactive
  • Replaying one point took up to three interactions
  • Desktop beat mobile, because hover was the only affordance, and touch has no hover
  • No onboarding to guide the first attempt

We shipped a feature that was effectively invisible, and found it in analytics rather than in testing. Low usage was never a signal of low interest.

Iteration

What we changed

01

Timeline points carried no click affordance. Fans didn’t know they were interactive.

Tapping a point plays the replay inline, with an explicit interactive state.

02

Up to three interactions to replay a single point.

One tap, straight from the timeline.

03

Desktop hover was the only guidance. Touch had no equivalent.

Contextual prompt the first time the timeline is opened.

V1
Visuel provisoire : à remplacer par l'écran testé.
V2
Écran corrigé, zone modifiée entourée
Le format qui vend : petite V1 étiquetée, V2 en grand, changement entouré.

À compléter — livré ou proposé ?

Ces trois correctifs sont-ils partis dans l'édition 2026 ? Si oui : les écrans avant/après, et le chiffre d'usage du replay après correction. Si non : on étiquette « V2 proposée », ce qui reste honnête et se défend en entretien.

What’s next

Where this goes

A designed post-match mode

Curated 3D highlights instead of asking fans to scrub a whole match. Low post-game usage partly reflects that nothing was designed for that context.

Pre-match surfacing

Fans don’t open the app until play starts, which compresses discovery to zero. Push and a pre-match state buy that window back.

My part

Who did what

I owned

The interaction model across the three platforms: preset system, timeline navigation, stats layout, and the specs handed to engineering.

Others owned

Real-time data and 3D tracking, app integration on ESPN’s side, brand and editorial.

À valider — le partage réel

Corrige ces deux colonnes : c'est le bloc que les cas d'élèves n'ont jamais, et celui qu'un recruteur lit pour savoir ce que tu as fait toi.

Get in touch

Tell me about your project, I’ll get back to you by email.