2021, SYSTEM DESIGN, UIUX DESIGN

Building community on public transit commuters through playful interactions

7 Minute reading time

Overview

The goal of this project was to build community through urban interactions. We designed a way for commuters to connect through a community-driven music sharing experience.

My role

I contributed to the overall design process including user research, ideation, prototyping, and user testing. I was primarily responsible for the interface and card design.

Project scope

Two UX designers, one industrial designer
March 2022 - May 2022 (8 weeks)

Tools

Figma, Illustrator, Photoshop, Rhino, Solidworks, Keyshot

Problem discovery

The daily commute can be a boring and lonely experience.

The project goal was to create a community experience in urban interactions. Public transportation is both a shared, but also isolating experience. Commuters sit alongside the same people every day, but rarely interact with those they share their daily commute with. The daily repetition of motion can make the experience feel mundane, boring, and tiring. We wanted to investigate ways to spark joy in people's daily lives. How can we bring new value to the daily commute?

HMW bring new value to people's daily commute?

Tracks

Music from everyone to you

Bringing you new music during your commute by connecting you to fellow commuters

Tracks is a public transit music sharing experience that connects commuters through daily music prompts and provides curated playlists using music pulled from their shared commuting community. (community drivern)

1. Answer the daily song prompt

Every day Tracks provides a fresh new song prompt for commuters to answer. To add a song, users can either scan the song's Spotify code or manually type it in.

2. Get a playlist of songs recommended by like-minded commuters

Based on the user's song choice, Tracks' algorithm will find commuters who have added songs that match their song choice and compile their songs into a personalized playlist, printed on a physical artifact.

3. Enjoy your customized playlist on Spotify while you ride!

On the Track Card is a QR code that directly opens the customized playlist on Spotify. Simply hit play and enjoy the 20 minute playlist while you ride.  

More than just a music sharing machine

Tracks is designed to spark joy and fun during one's daily commute, but it can do more than that: Tracks is designed to bring people together, share experiences, and spotlight communities.

Stakeholder surveys

Understanding our starting point: what are the current dynamics between commuters on public transit?

We began our research process by getting a baseline understanding of the level of interaction people feel comfortable sharing with the strangers on their commute.

Survey insights

People don't interact with other commuters because...

1. It's not a part of social culture

In the United States (at least in New England), it's not common practice to strike up conversations with strangers.

2. They're engaged in personal entertainment

Most people during their commute keep to themselves on their devices, expressing that they don't want to be approached.

Survey #2

Probing deeper into root causes of positive interactions

Since our goal was to create positive interactions between strangers on a commute, we asked people to tell us their stories about when they felt a positive interaction with a stranger.

Survey insights

Positive interactions between strangers are caused by...

1. Bonding over common interests

It's easier to strike up a conversation with someone when they share a common interest because it's an easy icebreaker.

2. Sharing something personal

A little honesty and vulnerability goes a long way when creating a meaningful interaction with someone else.

HMW engage commuters with each other on daily commute?

Synthesizing survey insights into hypothesis

💡 Music might be a suitable medium to bridge gaps between strangers.

Based on our insights from our surveys, we hypothesized that music might be a good gateway to bond people who are unfamiliar with one another since music is such a universal media and gives the right level of personal exposure without invading privacy.

Testing hypothesis through field study

Field study confirms hypothesis

To explore the potentials of using music to connect a community, we conducted a field study where people recommended music to 6 people who created playlists. In the span of 2 hours, we had a turnout of over 260 responses.

Excited

🤩

Many people didn't want the donut — they were just happy to share their favorite songs.

Curious

🤔

Both parties were curious about the personality and characteristic's of the music sharer and receiver.

Fulfilled

🫶

Recommenders felt satisfied of their contribution and receivers were grateful for the recommendations.

How people felt...

Ideation

Field study results led us to ideate two main directions

We then began ideating some potential ideas and brought to the table sketches and wireframes. We came up with both physical and digital solutions, and ultimately settled on two main possible directions that we could take.

Idea 1 MVP concept testing

Simple concept testing of idea 1 yields unsuccessful results and causes us to pivot directions 

We wanted to test people’s reactions to the interactions we were facilitating in our first idea. To do so, we used google slides to create deck of music profiles and google forms to moderate the likes, recommendations, and comments being sent.

MVP insights

👎 Our idea didn't work because...

1. Forcing too much of a connection

It's easier to strike up a conversation with someone when they share a common interest because it's an easy icebreaker.

2. Too high of a commitment

A little honesty and vulnerability goes a long way when creating a meaningful interaction with someone else.

MVP user testing: Works-like model

Testing idea #2: A physical artifact aligns with user needs and our goals

To test our second idea, we created a works-like model and took to campus to test with students. We used an arduino, receipt printer, and Google form to simulate the action of inputing music into the machine and receiving a musical artifact, which was the receipt. After, we asked each person to fill out a survey about their experience.

Physical artifacts hold more value

🧾

Users enjoyed receiving a physical token of their experience.  

The right level of "community"

👭

Users felt that the information they shared and received were an appropriate level of personal.

Efficiency is key

⏱️

The line moved more slowly than expected; the more succinct the kiosk is, the more users it can reach.

What made it successful...

Storyboarding

Storyboarding the user experience to clarify design goals

Based on the feedback we received, we created a storyboard to reflect our refined design goals.  

Creating a mood board

Establishing product identity: Playful, tactile, and nostalgic.

There are so many ticketing kiosks at subway stations already. We wanted to avoid our design getting visually lost in the environment. We heavily leaned into the playful identity and drew inspiration from retro arcade games interfaces.

System architecture

Tailoring interface touch points to be tactile and efficient

BCreating a speedy form was crucial for to the level of outreach, so we refined the user flow to be as succint as possible. But sticking with the retro theme, we opted for arcade controls as opposed to a touch screen, which was a good design restriction when it came to making the interface as simple as possible.

Physical artifact

Receipt design considerations

BCreating a speedy form was crucial for to the level of outreach, so we refined the user flow to be as succint as possible. But sticking with the retro theme, we opted for arcade controls as opposed to a touch screen, which was a good design restriction when it came to making the interface as simple as possible.

User testing looks-like model

User testing a works-like model helped us focus on making the experience even more efficient!

Based on Grabbit's system map and our persona, we determined what the most common use case of the app would be and built our system architecture around that. We believed that the app's main use case would be its pay in store feature.

User feedback

What we heard...

1. Manually entering song is time consuming

Manually type in their song choice often caused typing and selecting errors, making the process longer.

2. Jump from kiosk to card too big

Some people struggled to understand how the card related to their experience with the machine

3. Too much manual labor to type songs into phone

Not having the autonomy to choose your own foods is a less dignifying experience.

Reiterations

Takes too much time to type song in → Incorporating Spotify technology to make experience more efficient

Based on Grabbit's system map and our persona, we determined what the most common use case of the app would be and built our system architecture around that. We believed that the app's main use case would be its pay in store feature.

Reiterations

Some confusion about how the card works → Adding this information to the interface without adding bulk

Based on Grabbit's system map and our persona, we determined what the most common use case of the app would be and built our system architecture around that. We believed that the app's main use case would be its pay in store feature.

Reiterations

Too much manual labor to type songs into phone → Adding QR code to card to jump to spotify

Based on Grabbit's system map and our persona, we determined what the most common use case of the app would be and built our system architecture around that. We believed that the app's main use case would be its pay in store feature.

Tracks machine + Track Card details

Prompt of the day + adding name

Adding your song choice (with Spotify + manually)

Printing out your Track card

Other possible prompts and Track Cards

Renderings and photographs

Project Takeaways

Explore creative user research methods

This project was such a fun learning experience because

Project Takeaways

If I could redo this project, I would change...

1. Test the more creative option first
2. tackle it from a business standpoint: spotify collaboration
2. furter prioritize efficiency: we identifies that the piec of the experience that people liked the most was the printing and receiving on a tracks card, if we can make the adding sog process even more efficient i would go back and do that (identifying the key feature of the product and maximizing it's reach)