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Building Graphics That Tell the Story

Kadamba Design28 February 20267 min read
Building Graphics That Tell the Story

A lower-third graphic has eight seconds to add meaning to a moment. This is how we approach the design process for live broadcast data graphics.

Every live sports broadcast is an exercise in editorial judgment. What to show, when to show it, and how long to show it — these decisions happen in real time, under pressure, with a global audience watching. Data graphics sit at the most demanding intersection of that process.

A lower-third that appears as a wicket falls has roughly eight seconds of active viewing time. In that window, it needs to convey a data point, reinforce brand identity, and not distract from the replay. These constraints are not obstacles — they are design briefs.

The Hierarchy Problem

The first question in every data graphic brief is: what is the one thing a viewer should take away from this? Not three things. One. Everything else should support that hierarchy — larger type, higher contrast, more prominent position — or get out of the way.

Design hierarchy testing — broadcast graphics review session
Design hierarchy testing — broadcast graphics review session

Context Without Clutter

A bowler's economy rate of 7.4 means very little in isolation. The same number alongside the tournament average of 8.9 immediately becomes a story. Adding a sparkline of the bowler's last five spells transforms it into a narrative. The challenge is fitting that context into the same eight-second window without overwhelming the viewer.

What we include

The primary stat. One comparative anchor. A trend indicator where available. The player or team identifier. Nothing else.

What we remove

Decimal places beyond the first. Secondary stats that require setup to understand. Labels that are self-evident from context. Borders and separators that don't carry information.

The Motion Dimension

Broadcast graphics move. Entrance animations, reveal sequences, and exit transitions all consume time and attention. Our rule is that motion should either carry information — revealing data progressively as it builds — or be invisible. Transitions that take longer than 400ms without purpose are distracting.

The most effective broadcast graphics we have produced feel inevitable in retrospect. The viewer's eye goes exactly where it needs to go, in exactly the order it needs to go there. That outcome is the product of dozens of iteration rounds, not a single inspired design.

K
Kadamba Design
28 February 2026 · 7 min read
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