Designing a second screen application to assist streamers increase live stream interactivity

University essay from Umeå universitet/Institutionen för tillämpad fysik och elektronik

Abstract: Live streaming has become an increasingly popular form of entertainment, more and more people are trying to enter the live streaming space. Because of this, it becomes more difficult to stand out as a streamer. A recommended way to retain viewers and grow as a streamer is to be interactive during the stream. Kvix, a live streaming platform for health and wellness  noticed a lack of interactivity throughout the streamers on the platform, and wanted to increase the overall interactivity. Part of the issue was narrowed down to the distance between streamers and their streaming device. The objective of this thesis was to evaluate interaction method for live streamers on the Kvix platform, and build a Hi-Fi prototype of a second screen application that could help streamers increase their interactivity. A second screen application could help streamers by providing them with information that could not fit their main streaming device, at the same time as bringing that information closer to the streamer, alleviating their need to constantly approach their streaming device to inspect if something happened on their stream. Research of the second screen theory, streamers current workflow and competition online was conducted. A prototype was created in Figma, an online collaborative interface design tool. The prototype was tested with users as well as the User Experience designer and employees at Kvix, making revisions throughout the testing process, resulting in a Hi-Fi prototype of a mobile application that provided users with features that were well received by both users and employees at Kvix.

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