Vanderbeeken_EXPERIENTIA
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Transcript of Vanderbeeken_EXPERIENTIA
Trenitalia: designing the travel experience
Enable new forms of interaction between customers and Trenitalia’s physical/information structure
Increased communication potentialMaking data available anytime/anywhere to support personnel and passenger decisions
Potential for the design of new services offeringsDesign of new combinations of digital and physical resources of Trenitalia that could improve and enlarge the range of activities passengers can experience during a train journey
Travel stages
DreamingActivities related to imagining future travel scenarios and situations
LearningActivities related to searching and acquiring information about a future travel
PlanningActivities related to taking decisions about the different resources to be used during a travel
Starting from homeActivities carried out to move from the home environment to the train station
Entering the stationOrientation / information retrieval activities performed once entered the train station
TicketingProcedures and activities performed to acquire the travel document
WaitingTime range and activities usually carried out on platform or waiting rooms due to train delays, catching connections, etc.
BoardingActivities involved in entering the train envi-ronment (wagon) and finding a place to sit
RidingActivities carried out during the time spent on board like relaxing, socialising or working
ContinuingActivities related to leaving the train and train station to connect with other means of transport or physical environments
Travel roles
CommutersFrequent travellers involved in highly predictable and repetitive journeys
TouristsLeisure travellers with a wide range of expectations and needs
Business travellersTimely arrival is crucial for them
Event travellersVisit places because of their interest in a specific event (e.g. sporting, religious, political or cultural events)
Travellers with special needsOften dependent on the support of others during the travel for various reasons.
Railroad employeesInterested in the railway system as their place of work and in its changes from a professional point of view
Scenarios of prototypical travel situations
Based on understanding people, their needs and their roles, we developed scenarios of innovative forms of interaction between passengers and Trenitalia
At home On board Delays
Special events
‘Cool tricks’
Scenario 1: At home
Fulfilling information needs before travelling
Giving well-represented and communicated packages of information to a passenger before and during the travel
At home Checking his phone In Milan station On the platform
Scenario 2: On board
Find my way scenario
Reduce people’s uncertainty and stress by providing information on the right location and destination
In the train Correct station notificationBoarding
Improved delay communication provides better travel experience
Reduce stress levels through timely information, travel alerts, transparency and dynamic information delivery
In the office At the station On the way to the platform Boarding the train Riding the train
Scenario 3: Delays
Scenario 4: Special events
At school At the station On board Stopping Continuing
Transforming the travelling experience: the school trip case
Design the train environment to support and augment the event travel experience
Scenario 5: ‘Cool tricks’
Changing the external perception of trains
Use interaction design to associate the Trenitalia brand identity with the perception of high-technology
1. TechnologySmart phones, pervasive displays, augmented reality, ubiquitous InternetBut it is still about information and communication
2. People Increased expectations, increased independenceBut basic human behaviour is still the same
3. Client (Trenitalia)Some services implemented, more technologically enabledBut it is still a transport company
What has changed?
Research on and scenariosof future developments
Scenarios
In-depth understanding of user needs through observation and analysis
User profiles
Comprehensive usability analysis Implementation support
Strong user experiences Iterative prototypes
User-centred design concepts and strategies
Design specification
Context
Understand
Ideas
DesignForesight
TestExperience Touchpoints
Prototype
User-centred design approach People
Identify future business opportunitiesMedium range scenarios about the way people will organise their lives in the future, what products and services they might need, and how they will use them, helps companies and organisations identify opportunities for design and innovation.
Foresight Approach Context research
Trend exploration
Expert opinions
Opportunity mapping
Scenario development
Deliverables Trend analysis
Technology roadmaps
Mood boards
Scenarios of use
Connect marketing research with in-depth user understanding
To understand people’s experiences and behaviours, and to grasp how they interact with products and services, we need to observe them in their own environments, analyse their conversations, flows and tasks, and use these qualitative insights to model products and services.
Understand Approach User experience modelling
Contextual inquiry
Design ethnography
Interviews with extreme and lead users
Conversation analysis
Task and flow analysis
Deliverables User profiles and personas
Customer journey maps
Experience models
Scenarios
Create user-centred strategies and design concepts
Translating the user and use needs and desired experience into creative and human-centred strategies, concepts and design will ensure compelling, desirable and useful solutions for the end-users and added value for companies.
Design Approach Strategic design
Innovation workshops
Opportunity modelling
Idea generation
Concept development
Communication design, interaction design, industrial design, information architecture
Deliverables Concept visualisations
Sketches
Design drawings and models
User and use requirements
Design specifications
Assure effective and strong experiences through prototyping
By designing progressively more refined prototypes, we gain insights on what works with people and what doesn't, and why, and we can test user acceptance, usage benefits and drawbacks in various contexts, making sure that the end result is solid and valuable.
Prototype Approach Just enough prototyping
Iterative process
Conceptual prototypes
Appearance prototypes
Functional prototypes
Deliverables Lo-fi prototypes are developed
with simple tools: paper, screen, video, wizard-of-oz, walk-through…
Hi-fi prototypes are more sophisticated: here we have applications, appearance models and functional models
Deliver robust products and services through comprehensive user testing
By assessing, measuring and evaluating the user experience companies and organisations can align their products and services with their users’ needs.
Test Approach Participatory methods
Heuristic evaluations
Cognitive walkthroughs
Focus groups
Usability testing
Deliverables Usability analysis
Prototype iterations
Implementation support
Alcatel Lucent
Condé Nast
Ferrero
Finmeccanica
Intesa San Paolo
Mattel
SITRA, Finland
Swisscom
Yahoo!
Alcatel Lucent
Applied Dreams
CVS Pharmacy
Deutsche Telekom
Ferrero
Kodak
Max Mara
Nokia
Samsung
SITRA, Finland
Swisscom
Tre Spade
Vodafone
Expedia
Fujitsu Siemens
Nokia
RIM
Red Hat
Samsung
Vodafone
Whirlpool
Condé Nast
Conifer Research
CVS Pharmacy
Expedia
Fidelity
Haier
Microsoft
Motorola
Samsung
SITRA, Finland
Thomson CompuMark
Vodafone
People
UnderstandIdeas
Design
City of Genk
CSI-Piemonte
European Commission
Nokia
Samsung
SITRA, Finland
Swisscom
Trenitalia
Vodafone
Context
Foresight TestExperienceTouchpoints
Prototypes
Our Clients
Experientia s.r.l.Via Cesare Battisti 15
10123 Torino
Italy
T+39 011 812 9687
www.experientia.com