Guide

How Feed works, page by page. Everything here is also reachable from the page it describes.

Getting started

Feed keeps a korfball game as a list of timestamped events logged against its YouTube footage. The score, who is on court, each division’s role, the shot chart, the box score and every season number are all read back off that one list. Nothing is typed in separately, so a correction to one event flows through everything.

  1. Create a team from Teams and give it a roster.
  2. Create a game against a YouTube link (optional: leave it empty to time events with a stopwatch), then pick the matchday squad and the throw-off orientation.
  3. Log the game in the logger with the video open, using the keyboard shortcuts below.
  4. Read it back as a box score, a match feed and a shot profile, then share as much as you want.

Everything is private until you choose otherwise: a team, its games and its numbers are visible only to the people you add.

Teams and rosters

A team you create from Teams is yours: you are its owner and can add staff, set who can see it, and log games for it.

A team with no roster is valid. That is how you track an opponent at score level only. Give it a roster later, from its team page, and player stats fill in for every game already logged.

Removing a player is only possible while they have no events logged in any game. Events already logged stay on the record either way.

Deleting a team with no games removes it and its roster for good. A team that has games logged is not deleted outright: its page, season totals and player profiles become unreachable, and its games stay as standalone records whose box scores still show what each player did, but nothing compounds into season or career totals any more.

Creating a game

Step 1 asks for the two sides, the date, the match format and the YouTube link. Step 2 is the matchday squad.

Pick a team you manage and the game counts toward that team’s season: its totals, its analytics, and its players’ career numbers.

Pick a team you can see but don’t manage, or type an opponent’s name, and that side is a named opponent. The game keeps its own box score, feed and shot profile, but never adds to that club’s numbers. A typed name creates no saved team and appears in no list. To track an opponent’s players across games, create the team from Teams and pick it instead.

Match format and minutes per period drive the countdown clock in the logger. The clock is optional; events are always stamped to the video regardless.

The YouTube link is optional. It can be a full watch URL, a youtu.be short link, or just the video ID. Without one you lose replay, clip links and the video player, and the logger gives you a stopwatch instead (Space starts and pauses it, the arrow keys nudge it) that stamps each event.

Matchday squad

For each rostered side, pick who starts in attack, who starts in defence, and who is on the bench. Anyone not picked is not playing. A division holds two men and two women.

A side’s starting lineup is all or nothing: either leave it empty and bring players on live from the logger, or fill both divisions completely. The number beside each name is the shirt they wear this game; it only overrides their usual number for this one game.

Who takes the first throw-off starts with the ball. Which way they attack orients the shot diagram to match the footage: with the camera on the halfway line, the throw-off team shoots towards the left or right of frame. Ends swap at half time; roles swap every two goals.

You can reopen this page from the logger (Corrections → Edit starting lineup) to fix the throw-off squad after kick-off. Doing so replaces who started and leaves every substitution and event already logged alone.

Logging a game

The logger is built for a laptop with a keyboard. The footage plays inline above the court, so one screen is enough. With a second screen, switch the video row to Popout and press Open video to pop it out into its own window you can drag across. Either way, every event is stamped with the video time at the moment you press the key, even if a follow-up question takes a few seconds to answer.

With no video, press Space at throw off to start the stopwatch and keep it running like the match. Pause it for stoppages, or use the match clock controls as usual. Click the time to type in a different one (m:ss), for example to catch up after reloading the page.

What you see in the logger reflects the log as of the playhead. Scrub back and the score, the lineup and the court all rewind with you.

KeyAction
TTurnover
IInterception
PPenalty
SSubstitution
HPass to attack
FFree pass
CMatch clock
Click the courtLog a shot from where it was taken. The shooting team is whoever has the ball.
1After any prompt, a number picks that player. 0 means unknown or none.
EscCancel the prompt you are in.
SpacePlay / pause. Works from the logger, even mid-prompt.
← →Seek 5 seconds. Works from the logger, even mid-prompt.
Shift ← →Seek 10 seconds. Works from the logger, even mid-prompt.
BackspaceDelete the last event logged (Undo for a few seconds).
Ctrl/⌘ ZBring back an event just deleted.

Shortcuts can be rebound from the ? panel in the logger; the change is saved in this browser.

Shots. Click the court, name the shooter, then the outcome: a goal (with an optional assist), a miss and who rebounded it, or a defended shot. A defended shot is whistled off and logged as a turnover, never as a shot attempt.

Possession. Feed can’t see the ball, so it infers who has it from the events. After a defensive rebound or a turnover the winning side’s defence is clearing the ball; press H once it reaches their attack, log a turnover if they lose it first, or log an interception if the other team's attack picks off the clearing pass. Nothing else can be logged while a defence is clearing.

Turnovers are forced (the defence won it), unforced (an own error), a defended shot, or a shot-clock violation. An interception credits the player who won it and charges the other side a turnover in one press: forced when a defence picks off an attacking pass, a defensive turnover when an attacker picks off a clearing pass (the ball then stays in that attack, ready to shoot).

Substitutions. Click a player on court to replace them, or press S to bring someone on. A player coming on with nobody off is asked which division they join.

The match clock counts down from the minutes per period you set. Start it at throw-off, stop and resume it around breaks in play; minutes on court are measured only while it runs. Once you have started the clock, logging a shot, turnover or other play while it is stopped (half-time, a timeout) asks you to start the clock first. Substitutions can be logged any time, and you can still choose to log the play anyway.

Mistakes. Every event in the timeline can be edited in place or deleted; a delete can be undone for a few seconds. If an event fails to save it stays in the timeline marked unsaved, with Retry. Corrections (the wrench) fix a wrong attack direction or swapped divisions from that point on, when a referee or logging error has thrown the derived state off.

End game marks the log complete and makes it read-only. Nothing is deleted, and it can be reopened from the box score.

Box score and feed

The box score compares both teams, then lists every player who appeared. Column codes:

GGoals, penalties included
RebRebounds, offensive and defensive together
AAssists
ShShots made / attempted
Sh%Shooting percentage
OROffensive rebounds
DRDefensive rebounds
TOTurnovers conceded
IntInterceptions
Rbl%Reboundability: the share of their own misses the team won back
DistAverage shot distance from the post, in metres
MinMinutes on court while the match clock ran
Atk / DefMinutes spent in the attacking and defending division

In the team comparison, rebounds read as won out of the shots there were to win (offensive off a team’s own misses, defensive off the other side’s). Possession is each team’s share of the running match time it held the ball. Feed can’t see the ball, so it is worked out from the events you logged, such as goals, turnovers, rebounds and passes to attack. Shots per attack is the average number of shots a team took each time it attacked, before the other side won the ball back. An attack that ends without a shot counts as 0; penalties and defended shots are not shots. Penalty goals and free pass goals read as goals out of the penalties taken and the free passes earned. A free pass goal is one you marked as taken from the free pass when you logged it, so a free pass with no shot after it counts as earned but not scored. The rows are left out when neither team had any.

The feed is the match, play by play, with the running score and a link that opens the play in the replay. Filter it by type, team or player; each dot on a shot chart also opens its play here.

The shot profile draws every located shot on the attacking half, in the shooter’s frame, with rings at real distances from the post. Cells are shaded by shooting percentage and only once they hold three or more shots; the table beside the chart carries the exact figures. Penalties have no location and get their own row.

Watching a replay

Every game with a log has a replay: the footage in Feed’s own player, with the score, match clock and play list following the video. Open it with Watch replay on the game page, or from any clip link, which starts ten seconds before the play.

The bar under the video marks every goal in team colours and shades stoppages and half time. Filter the play list and each of those plays gets a mark too, and a team or player filter narrows the goals to theirs; click a mark to jump to it. With a filter on, Play as reel plays just those plays back to back, skipping any subs.

The box score tab shows the numbers up to the current time in the video, or for the full game. Keys: Space plays and pauses, the arrow keys skip five seconds, N and P step through plays, [ and ] change speed, M mutes, T hides the side panel and F goes fullscreen.

Analytics

The dashboard aggregates a team’s season: record, per-game rates, head-to-head totals against its opponents, rebounding, form, and per-player numbers, with a shot profile for the team, for what it conceded, or for any player.

Only games in which the team was a tracked side count, never games where it was a named opponent someone else logged. Whoever is allowed to see the dashboard sees every tracked game in it, including private ones: the aggregate is the thing being shared.

Sharing and roles

Access is decided by two things: your role on a team, and each surface’s visibility setting.

RoleCan
OwnerEverything a manager can, plus settings, sharing, members and deleting the team.
ManagerCreate games, log and correct events, edit the roster.
ViewerRead the team, its games and, if the analytics setting allows, its numbers.

A team’s owner sets three things separately in team settings: who can see the team page (roster and totals), who can see analytics, and the default for new games. Each game’s own visibility is set from its box score.

SettingWho gets in
Owners and managersAnalytics only: the staff see the numbers, viewers see the games.
PrivateMembers of the team (or of either team, for a game).
Anyone with the linkUnlisted. Anyone holding the share link, no account needed.
PublicAnyone, signed in or not, and listed on the public pages. Not offered for analytics: season numbers go at most as wide as a share link.

A share link only works while a surface is set to “anyone with the link”. Changing that setting, or pressing Reset link, invalidates every link already sent. A game tied to no team you run can be shared by link but not made public.

Adding someone by email adds them straight away if that address belongs to a confirmed account; otherwise the invitation waits until someone signs up and confirms that address.

Your account

Your username is how teammates see you: 3 to 24 characters of letters, numbers, hyphens and underscores. Sign in with it or with your email.

Confirming your email is what lets Feed send you a password reset, and what lets team invitations sent to that address reach you. Changing your address takes effect only once the new one is confirmed.

Changing your password signs out every other browser. You can also do that on its own from the account page.

Deleting your account is at the bottom of the account page. It takes your password, then removes you, your sessions and every game only you could reach; teams you own alone go too. If you are the last owner of a team with other members, hand it over first. What is kept and for how long is on the privacy page.

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