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One possibility for stat recording is to build a command line tool. Once users know how it works, they can be extremely fast at inputting data. As shown in the picture, there are commands to start recording for a new game, to add the information about a shot, and to view the highest scoring players. In a real version, there would also be commands to undo and to view aggregate stats over many games.

This interface is designed mainly for a tablet. There is a diagram of the court that includes the players that are currently in the match or on bench. Their position on the court indicates from where they hit their last shot. When a new shot is made, the user can drag the appropriate player to the hitting location, double tap to select that player, draw a line indicating the direction of the shot, input more information about the shot, and submit. A table that keeps track of top players is dynamically maintained. Additionally, as the game progresses, a heat map will be drawn on the court to indicate the locations at which shots are frequently made. It was only drawn on one side for clarity.

This interface is designed for a small screen. There is not enough space to keep a large court with each player's position, so a small court is kept instead. When a player makes a shot, that player can be selected from the scroll menus for each time and information can be input about the shot. 

This interface is focused on improving efficiency by being able to record the information about one shot with a simple swipe. In the drawing, player 7 made a block touch that went out of bounds.

This interface seeks to provide as much context as possible for each recorded shot. The screen is taken up by a live video of the match. Whenever a shot is made, the recorder can tap on the location of the shot, input some more data about it, and submit it.

This interface tries to improve efficiency by allowing the recorder to input data through voice commands. On the screen, the best guess about what the voice command said will appear, and the user can make edits to it before submitting just in case the application did not correctly interpret what was said.

This interface attempts to take advantage of drawing as a potential input tool. Whenever a shot is made, the corresponding player can be selected from the numbered boxes, the direction of the shot can be drawn on the court, and more information about the shot, such as what type of shot it was, can be drawn into the drawing boxes. When a substitution is to be made, the user can long press on a player to reveal a pop up menu of players that could replace the outgoing player.

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This interface focuses on allowing the user to efficiently input shot data while receiving visual feedback about what has been done. In the sketch, an ace is being input, as can be seen on the diagram at the top, and the menu at the bottom allows for selection of the player who made the shot. After this is done, more data about the shot, such as how much power went into it, can be input.

This interface focuses on a fusion between a command line approach and a drawing approach. Information about shots can be input into the text field at the bottom and their direction can be drawn onto the onscreen court. After shots are input into the system, they go into one of the rows on the right side of the screen. If an error was made, the user can cancel that entry and redo it. Furthermore, a video of the game is being kept, as shown in the top left corner of the screen. This allows for each shot that is input to be mapped to a portion of the video, which allows users to better contextualize the recorded statistics.

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