HUD
HUD
Deconstructed Broadcast Viewer
Leadership
Product Design
Product Management
and
Infinite Athlete

I use the term "deconstructed broadcast" in a few of my projects, so I'd like to define it here with the project that most easily demonstrates it. A typical broadcast or stream of content is "dirty", meaning on-screen graphics and other add-ons are baked into the video and then sent out. The word "deconstructed" in this context means to separate the "clean" video feed and any related graphics or data. Then, instead of baking anything into the video, graphics and other data are rendered on a viewer's device.

Product Shots

HUD, or "heads-up display", was the nickname given to our deconstructed broadcast player. UI overlaid upon streaming content comprise this display. My role was to translate extant metadata into useful and relevant UI. Included here are some examples of such UI components.

Super Bowl LVII

A version of the NFL HUD was created specifically for Super Bowl LVII, which included an unexpected new feature: AI Voice Commentary. Using the two-person sportscaster model, users could choose a celebrity pair to generate voiced text comments in real time based on the game situation and some user data.

Background
Consumer Focus

The Game Ops Dashboard is the professional use case of using data from the API we created. HUD is the consumer use case, with video content at the top of the UX hierarchy. UI features are more focused on entertainment value for fans, with stats and replays taking the fore. New UI modules for fan consumption needed to be created and adapted from the Dashboard's design system for this.

Modularity and Customizability

The HUD's business purpose is to be a white-label solution for broadcasters and leagues to implement as part of their streaming packages. It's a platform as much as it is a product. We created standalone UI components with generic visual design for this purpose.

Design Subsystem

The HUD largely uses the same data pool as the Game Operations Dashboard, so some components could be easily adapted for use in the HUD, and others needed to be newly created. For this we created a subsystem based on our main one.

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