Original Compass project by Davisville LabsReviewed August 2026Goal real work, evidence, and reflectionEditorial standards →
Why this project matters
Learn by doing something real.
Study the full fan journey and create a feasible experience plan that balances energy, accessibility, operations, tradition, safety, and cost. This project feels different from a school assignment because the student serves students, families, athletes, visitors, and staff attending a school or community sporting event, creates something visible, tests it honestly, responds to feedback, and explains the decisions behind the final result.
What you will create
Your project plan
Use these deliverables as milestones for Design the Ultimate Game-Day Experience. Adapt the details to your interests, available time, and real-world opportunities.
01
Athlete, fan, or system evidence brief
Research arrival, ticketing, navigation, accessibility, concessions, entertainment, student culture, athlete focus, safety, waste, and post-game connection. Document the needs, constraints, credible sources, and perspectives of students, families, athletes, visitors, and staff attending a school or community sporting event.
02
Performance or event strategy
Turn the evidence into a focused plan for the game-day experience system, including success criteria, ethical boundaries, scope, and a realistic path to completion.
03
Working sports resource or program
Create the first complete version of the game-day experience system. Include a fan journey map, audience profiles, experience principles, arrival plan, atmosphere elements, accessibility improvements, run-of-show, budget, and visual proposal.
04
Field test and feedback log
conduct a game-day audit and prototype selected touchpoints with fans or staff, then measure clarity, belonging, energy, and operational burden Record what happened, what failed, what users or reviewers said, and which changes you made.
05
Final sports case study
Publish the final game-day experience system with a portfolio-ready case study showing the challenge, evidence, process, revisions, results, limits, and next version.
Make the work stronger
What separates a finished project from a meaningful one?
For Design the Ultimate Game-Day Experience, use these checkpoints to protect the quality of the work without turning the project into a performance for admissions.
Avoid this
Starting the game-day experience system before understanding students, families, athletes, visitors, and staff attending a school or community sporting event
Treating assumptions or internet opinions as real evidence
Choosing a scope too large to test and finish with care
Evidence that it is working
The audience and real problem are clearly defined
Research and evidence are documented
A working game-day experience system was created
If you want to go further
Test the work with at least five additional people from students, families, athletes, visitors, and staff attending a school or community sporting event
Interview a professional connected to Sports Marketing and compare their advice with your approach
Can demonstrate initiative, curiosity, reflection, and growth through the student’s choices, response to setbacks, work with students, families, athletes, visitors, and staff attending a school or community sporting event, and development of Experience Design, Event Operations, and Fan Research.
LeadershipDisciplineAnalysisCommunicationTeamwork
The goal of Design the Ultimate Game-Day Experience is not to manufacture an impressive activity. Do real work, keep evidence of the process, and reflect honestly on what changed.
Related college majors
Which fields connect to this work?
Use Design the Ultimate Game-Day Experience as a clue, then open a related major guide to compare coursework, career directions, reality checks, and other ways to test the field.
Design the Ultimate Game-Day Experience is an original Compass educational starting point designed around real work, visible evidence, feedback, and reflection. It is not an admissions guarantee.