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CASERoland-Garros (FFT) · Sport · Internal tool

Scheduling a Grand Slam from one screen

From an 8-screen scheduling room to a nomadic tool that flags conflicts before they happen.

Roland-Garros (FFT): Scheduling a Grand Slam from one screen
Role
Senior Product Designer
Team
Head referee and team, developers, product manager
Scope
Match-scheduling tool used live during the tournament
Duration
Sept 2020 to Oct 2021
What I did
Field observation during the tournament, workflow and co-design workshops (6-to-1), prototypes, usability tests.
screens to one tool
8 → 1
courts tracked live
8
The problem

During the tournament the head referee schedules matches in real time (player availability, weather, TV broadcasts, court rotation) from a room with 8 screens. Critical constraints lived in his head; the tool only flagged a conflict after the action.

Research

How I went to the field.

  1. 01

    Shadowing

    Sat next to the head referee during scheduling sessions to see how he really decides, not how the old tool says he should.

  2. 02

    Live observation

    Observed the scheduling room during the tournament: 8 screens, phone calls, last-minute weather and TV changes.

What we learned

What the field told us.

01

The grid matches the referee’s mental model.

Courts as columns, slots as rows: navigation stays fluid across 8 courts.

“I see everything at a glance. What’s missing is when I need a quick decision on one court.”Head referee
02

Key constraints stay in the referee’s head.

Nationalities, sponsors, TV slots: the tool only warned after the action, never before.

“I have to remember all the political rules. The tool doesn’t help me with that.”Head referee
03

Multi-screen setup creates blind spots.

Critical information showed up outside the referee’s line of sight at decision time.

Design

From evidence to screens.

  1. 03

    Workflow mapping

    Mapped the scheduling workflow and every constraint (players, TV, courts, sponsors) with the referee team.

  2. 04

    Co-design workshops

    Ran co-design workshops with developers and the product manager (6-to-1 method) to converge on one direction.

  3. 05

    Prototypes

    Prototyped the single scheduling board and the conflict warnings, iterating with the referee.

  4. 06

    Usability tests

    Tested the new version with the referee team before it was used live during the tournament.

Key design decisions

What I chose, and what it cost.

01

Warn before, not after

Options
Error message after a move · or live constraint check while dragging
Trade-off
More rules to model up front
Choice
Conflicts are flagged before the action, on the match being moved.
02

Let stakeholders enter their own constraints

Options
Referee types everything · or media and teams input directly
Trade-off
New roles and permissions to design
Choice
Media and teams enter their constraints; the referee decides.
03

Design for movement

Options
Optimise the 8-screen room · or one nomadic, multi-device board
Trade-off
Denser information per screen
Choice
A single board that travels with the referee.
Outcome

The referee no longer needs the 8-screen room: scheduling became nomadic, and media constraints arrive directly in the tool.