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This real-time application is a self-motivated work I made with some of my colleagues in our spare time. It was put into application before the beginning of the 2012 European Cup. Ranking the 5th among similar applications being recommended by various portals and applications of the official website, it’s an information recording application which is synchronous with the competition. By the help of its real-time information, people were able to know about the competition in an instant manner.
There are mainly 3 hierarchies for the information, namely, real-time competition information transmission, summarized data comparison and the transmission of information on relevant knowledge. With information including starting line-up of competitors, scores of the competition, and incidences(red and yellow cards, penalty kicks, player changes), the first one is updated instantly.
The second one is about the comparison of data summaries(of top-scorer standings, top-ballhandlers and the like) collected from the beginning of the competition to a certain moment. The third one is about information of national teams and their players.
Later, interactive modules such as “score guessing” module and functions including share and comment functions were added into this application. But they are not showed in detail here.
This version of the application is an optimized one. This is more advanced than the online version. During the design of it, I tried to display the architecture of the football field on the interface.The dark brown land beneath the turf is in the interface at the bottom layer, with the turf showing the main part of the competition. The uppermost is a pop-up layer, showing accumulation and comparison situations of data. In this way the atmosphere of the real football field is restored in a more accurate and vivid manner.
The interaction operation adopts traditional hand gestures. In terms of dealing with information of the same level, for example, dealing with information of the knowledge category, right-and-left sliding hand gesture is used. While in the dealing of information of different categories, a pop-up layer is used, so as to be distinguished from the current layer. The design of the competition List adopts this way.
Different icons are designed with different visual effects. Non-clickable icons are designed as a part of the text information. Icons as the result of single line skeuomorphic design are clickable and distinguished from the heading area. And simulation technology is also applied in the design of this part.
The difference between simulation and skeuomorphic designs lies in that skeuomorphic design is about the minimalist refining of objects in real life. And the advantage of skeuomorphic design is that it may help users use their experience of internet product use to identify the implied meanings of some abstract icons. For example, five-pointed star is generally used as a prioritizing mark or referring to high-quality and well concerned contents. Skeuomorphic design is capable of creating a sound atmosphere and reducing the cost for speculation by providing users with the opportunity to understand icons’ meanings with their past life experiences.