Introduction
Definition |
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Throw-in |
A throw-in is a method of restarting play in a football game when the ball has exited the side of the field of play. |
Connected Workflows |
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It can be started from:
Might be followed by:
Workflow
1. Initiate the Throw-in Workflow |
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Press the Throw-in button for the correct team as soon as the ball goes out of play. You can initiate the Throw-in workflow from a Corner, a Free Kick, Goal kick or even a shot as well. | ||
2. Select where the ball went out | ||
Following clicking the ''throw-in button'' the user must confirm the ''throw-in and location'' of the throw-in for the team in question. As with all flows we are trying to keep a consistent workflow meaning that after marking an action the user is requested to click on the pitch in the approximate area of where the throw-in is. | ||
3. Select where the ball lands | ||
After the user has marked on the pitch where the throw-in was awarded to then wait and indicate the open play ball possession following the throw-in being taken. Since the user marked the throw-in itself within the attacking midfield zone, this is the area which remains highlighted to the user. The user is then prompted to click on the pitch or switch possession if required to mark the ball as being back in play and update the current ball location/possession. | ||
4. Continue updating the game.
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The next step is for the user to actually mark the pitch since the ball is now back in play. Also, the user can continue updating the match. | ||
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End of the Workflow
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Final Summary of Throw-in Workflow
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Click on Throw in >> Select the location where the throw-in was awarded >> Indicate where the ball landed >> Continue updating the match
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