The Ball is in Our Court: Conducting Visualization Research with Sports Experts
Tica Lin, Zhutian Chen, Johanna Beyer, Yincai Wu, Hanspeter Pfister,, Yalong Yang

TL;DR
This paper shares lessons learned from collaborating with sports experts to develop visualization tools using AR/XR technologies, highlighting unique challenges and opportunities in sports data visualization.
Contribution
It provides a synthesis of best practices and pitfalls in designing sports visualizations with AR/XR, based on real-world expert collaborations.
Findings
Identified key design constraints for sports visualizations.
Highlighted challenges in real-time data feedback and personalization.
Shared insights on evaluating visualization effectiveness in sports contexts.
Abstract
Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought exciting opportunities along with new challenges for sports visualization. We share our experience working with sports domain experts and present lessons learned from conducting visualization research in SportsXR. In our previous work, we have targeted different types of users in sports, including athletes, game analysts, and fans. Each user group has unique design constraints and requirements, such as obtaining real-time visual feedback in training, automating the low-level video analysis workflow, or personalizing embedded visualizations for live game data analysis. In this paper, we synthesize our best practices and pitfalls we identified while working…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
