Purple is a product built for broadcasters, programming directors and producers, that provides authoring and scheduling tools to deliver content across devices and platforms, including mobile, tablet, web and TV. Live events like the FIFA world cup could be experienced in a whole different level with Purple. The users can have access in the "Purple Guide” to events, videos, photos, social media, news and any other relevant content, depending on time, location and preferences.
Engagement & participation
Easy and fast access to content
Personalization & Relevancy
Networks & channels
Editor tool (CMS)
New revenue models
TV Service providers
Editor tool (CMS)
Motivated by passion, a sport fanatic lives and would die for her team. The whole experience around the game and final results dictate levels of satisfaction or disappointment at a personal level. As a sport fanatic , she is willing to spend several hours a day consuming any kind of sport's content.
Motivated by convenience, this viewer is only interested in the most important matches in a big event. Content consumption is made as it is discovered as longs as is relevant for the user. Personalization and complementary information might enhance their overall experience
Motivated by popularity, this viewer is only interested in trendy content. They might not be fans of a particular team, how ever they would like to be part of the game experience without being to much involved.
Based on consumer analysis and results, design principles were defined as guidelines to align with user needs and expectations. The interface and the content structure facilitate navigation, discovery and accessibility. Since the experience around an event is unique, the content is coherent, personalized and relevant for each user based on consumption and preferences.
Events it’s the perfect place for second screen experience. Rich content will be synced to key moments of the game, it won’t stop there though, Pre-game and Post-game are as important as the game, there are several opportunities to front relevant content at these 2 states as well. This story telling approach, will engage audiences, enhanced the experience and change the way we watch events on TV.
Within an event there are three states where rich content could be fronted: Pre-Game, Game and Post-Game. There are different categories that are prompted according to the context, time and user expectations. In the pre game for instance, weather cards, team line up or information about the location where the match will be played might be the type of content the user is expecting for.
In the game all the content should be oriented to what is going on during the match. The TV is the first screen the user is looking at, so the type of content delivered to the 2nd screen needs to be pertinent for the user to change their focus. Therefore the type of cards deliver to the user are mostly game highlights: Goals, players info, corners, fouls, substitutions etc.
Notifications could be pushed to the TV during the game to inform the user when a special card or interaction that is relevant for her, is available for the second screen. The user could choose to let the card go or immediately take action in the secondary device. Depending on the card and the user intentions the content could be send to the TV to be experienced as a 1st screen.
The game has finished but the 2nd screen experience is not over yet. There are still opportunities to engage the audience and stimulate participation. Stats, social media and location based content could keep the user participating, returning to the app for new content. The way the user is consuming the content when watching live events is not contemplative/ passive anymore. Users have access in the HUB to recommended content, events and media, games and teams could be favourited and scheduled. Second screen experiences give a different perspective of the event, storytelling provides appropriate and contextual content to users that crave more and more for interactivity and participation.