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THE ATLANTIS TRANSIT HUB
Data-Driven Display
Eric Guo
Vasant Menon
Gillis Bernard
1
OBJECTIVES
2
Create a data display for the fictional Atlantis Transit
Hub in Washington’s San Juan Islands
Engage and inform travellers to enable exploring the San
Juan Islands for business and pleasure
Satisfy objectives and needs of imagined client stakeholders
1
2
3
TABLE OF CONTENTS
4-6
3
7-16 17-25
25-40 41-47 48-56
Data Discovery & Modeling Putting People in The
Equation
Parallel Prototyping &
Sketching
Iterating Through
Initial Design
Concepts
Design in Motion &
Animations
Control & The
Preferred Future
Concept
Data Discovery
& Modeling
4
5
DATA DISCOVERY & MODELING
Abstracting The Data
We were provided a vast set of data
about the modes of transit and routes
among the San Juan Islands. Columns
of data ranged from the expected–
departure time, airline company– to the
granular–amount of fuel on board the
airplane, airplane manufacturer.
Our first step was to abstract the data
set into a model to make sense of the
relationships between each data
category.
Transit Decision Trees
6
DATA DISCOVERY & MODELING
As we created our first model, we
realized that some data categories were
likely not relevant to the end user who
was looking for information on travel
routes within the Atlantis Transit Hub
(ATH).
To align our data model with our
perception of user needs, we created a
decision tree that provides a high-level
representation of how a user might think
about their transportation options from
the ATH.
Putting People in
The Equation
7
Empathizing with Personas
8
PUTTING PEOPLE IN THE EQUATION
Along with the data set, we received
three personas for the project–Elizabeth
Duarte, Patrick Mulvaney, and George
Shimko. We whiteboard brainstormed
goals for each user (in blue), later adding
in ideas for design elements (in red) and
relevant data categories (in black).
User Personas: Elizabeth Duarte
9
PUTTING PEOPLE IN THE EQUATION
Elizabeth Duarte, Transportation
Director1. “I want to offer highly readable displays of
changing transportation data.”
2. “I want to educate the public about the ease of
travel with PTF pass.”
3. “With PTF Pass, I want to provide great value and
flexibility to customers.”
Elizabeth is our client. From her persona,
we concluded several insights:
1) Our display has to be highly readable
2) We have to consider real-time data
changes in our design
3) Promoting the PTF pass is mission-
critical to Elizabeth in the redesign of the
data display.
We also concluded two area of focus for
the PTF pass: great value and
flexibility.
User Personas: Patrick Mulvaney
10
PUTTING PEOPLE IN THE EQUATION
Patrick Mulvaney, Business
Traveler1. “I want more flexibility around my travel options so
I can prep for weather changes”
2. “I want to spend less mental energy planning how
to get around during my business trips.”
3. “I want to minimize my time spent traveling to and
from a site and my next destination.”
The persona of Patrick Mulvaney
presented an interesting design
challenge. Rather than coming to the
San Juan Islands as a tourist, Patrick
found himself in the ATH for his job at a
clean energy company.
We came to the conclusion that above
all else, Patrick wants to get into the
ATH and get out as soon as possible
with the information needed to get him
to his next customer site.
User Personas: George Shimko
11
PUTTING PEOPLE IN THE EQUATION
1. “I want my guests and grandchildren to be able
to explore the San Juan islands easily.”
2. “I want my guests to be able to create
personalized itineraries.”
3. “I want my guests to use my home on San
Juan Island as a base from which to experience
all of the Islands.”
George Shimko, Family Traveler
While George was our given personas,
our touchpoint throughout the design
process was George’s visiting family
members and guests. As a local with
houses on both San Juan Island and
Stuart Island, George likely knows his
way around the archipelago.
The real challenge was the imagining of
George’s guests’ needs. We imagined
that his guests included (but were not
limited to) his adult children and their
grandchildren. George’s extended family
served as an additional persona to
consider throughout the design process.
The Traveller User Journey: Priorities by Persona
12
PUTTING PEOPLE IN THE EQUATION
George / Patrick
In the Atlantis Hub
George
Next, we focused on identifying the role
that the data display plays in the travel
experiences for George and Patrick. We
split the traveller’s journey into four
stages–Planning, Purchasing, Waiting &
Confirming, and In-Journey.
Of the four stages, the Waiting &
Confirming stage seemed most relevant
to our task of designing the data display,
and thus provided the biggest
opportunity for engagement.
Stage 1:
Planning
Stage 2:
Purchasing
Stage 3: Waiting &
Confirming
Stage 4:
In Journey
The Traveller User Journey: Adding Relevant Data
13
PUTTING PEOPLE IN THE EQUATION
Stage 1:
Planning
Stage 2:
Purchasing
Stage 3: Waiting &
Confirming
Stage 4:
In Journey
George / Patrick
In the Atlantis Hub
George
PTF Discount / Bundle
Tourists Attractions
Train Connection
Price
Availability
Departure/
Arrival Time
Related
Data:
Departure/Arrival Time,
Flight Status, ID,
Boarding Gate/Platform
Arrival Time
13
Based on our modeling, we incorporated
data categories into the different phases
of the traveller user journey.
User-Driven Data Decisions: Finding Commonalities
14
PUTTING PEOPLE IN THE EQUATION
Identifying data categories valuable to
both George and Patrick (shows in
yellow) was a crucial initial step in our
design process.
Blue sticky notes represented persona
goals (slide 3) and yellow sticky notes
represented abstracted data categories
relevant to George and Patrick’s
respective objectives.
15
PUTTING PEOPLE IN THE EQUATION
Left: Some very specific data
categories that were included
within the initial set were discarded
at this point in the process.
Through our persona-building and
modelling, we deemed them
irrelevant to the display.
User-Driven Data Decisions: Letting Go & Doubling
Down
Right: After creating our
commonality data model, we used
pink sticky notes to quickly
incorporate design elements onto
the model to prepare us for the
sketching phase.
Market Research: The Islands
16
PUTTING PEOPLE IN THE EQUATION
We conducted market research to
deepen our understanding of the needs
of George’s guests on the San Juan
Islands. Resources like TripAdvisor, the
tourism blog #IslandStories, and Google
Images revealed the attractions that
draw tourists to the islands.
Parallel Prototyping
& Sketching
17
Market Research: Data Displays
18
PARALLEL PROTOTYPING & SKETCHING
Prior to creating our initial sketches, we
quickly searched via Google Images for
inspiration. We were struck by the
diverse use of color (semantic use of
yellow for delays versus standard use of
yellow within palette for minutes until
departure) and iconography to
communicate meaning.
19
Thinking Through Sketching
PARALLEL PROTOTYPING & SKETCHING
Our team used parallel prototyping and
rapid iteration to kick off our design
process during an in-class work session.
Using a map of the San Juan Islands,
our personas, and our data models as a
guide, we each created multiple high-
level visions for the layout of information
on the ATH data display.
20
Sketches: Sorting by Mode, Time, Coming/Going
PARALLEL PROTOTYPING & SKETCHING
The following slides present artifacts
from a generative phase in the project.
We created numerous pen and ink
sketches of the data display,
experimenting with different forms of
visualization and representation.
Elements of featured sketch (right):
- Map with temperature, storm
advisory, date
- Information hierarchy by mode of
transit, time
- Train routes numbered by 1 or 2
- Display minutes countdown until
boarding if departure time in
under 30 minutes
Sketches: Sorting by Time & Coming/Going
21
PARALLEL PROTOTYPING & SKETCHING
Elements of featured sketch:
- Information hierarchy by
departures and arrivals, time
- Incorporation of icons to indicate
mode of transit
- Horizontally split screen with
map
- Map slider visualizing PTF pass
flights only
Sketches: Sorting by Location & Time
22
PARALLEL PROTOTYPING & SKETCHING
Elements of featured sketch:
- Information hierarchy by location
(country, island), time
- Icons featuring mode of transit
- Routes represented as pills
within destination blocks
- Rotation weather and map
section in top right
23
Sketches: Sorting by Mode & Time
PARALLEL PROTOTYPING & SKETCHING
Elements of featured sketch:
- Information hierarchy by mode of
transit, time
- Experimenting with visual
representation of proximity based
on user dependency on trains to
reach harbors
- Time table including all departure
and arrival times for planes,
ferries to island destinations
- Ability to toggle back and forth
between flights view and train &
ferry view
24
Sketches: Sorting by Mode, Location, Coming/Going
PARALLEL PROTOTYPING & SKETCHING
Elements of featured sketch:
- Information hierarchy by mode,
location (in ferry section)
- Visual representation of stops on
train to educate user on layover
times
- Narrow, zoomable section for
map above timetable
Iterating Through Initial Digital
Design Concepts
25
Digital Sketching in Grayscale: Version 1
26
ITERATING THROUGH INITIAL DESIGN CONCEPTS
After creating the initial pen and paper
sketch, we realized our two most
promising designs in grayscale.
Critique & Team Assessment:
+ Situated the Hub within the
entirety of the user’s travel
experience coming to the islands,
from left to right, starting with an
incoming flight at the airport
+ Clear point of entry with “You Are
Here” button
- Puts cognitive load on user,
potentially hard to decipher
- Design necessitates small text
- Does not show returns to Hub
Digital Sketching in Grayscale: Version 2
27
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Critique & Team Assessment:
+ Visual representation of duration
of routes reduces cognitive load
of user
+ Displays layovers in case user
has clearer expectations
+ Shows complete user journey
from Hub to destination
+ Uses iconography to indicate
mode of transit
- Low contrast in areas
- Busy with text, status tags
- Little visual hierarchy
Ultimately, we chose to explore Version
2 further because it seemed to provide a
better foundation on which to iterate and
meet the needs of Patrick and George.
Digital Iteration 1
28
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Our first iteration was based on our
digital sketching in Grayscale Version 2
in previous slide. We added color to
improve the information hierarchy. We
also developed our first iteration of the
map for San Juan Island.
The map shows weather information, a
location finder within the ATH and
potential routes departing from the ATH.
Digital Iteration 2
29
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Our second digital iteration illustrates
the beginnings of our exploration of
coupling the map and the boarding
route with color – an idea that we would
build upon during the animation phase
of the project. The foundational grid for
the display (60% map, 40% schedule),
along with the grid for the route
schedules, also became more refined in
this version.
One big change between the Iteration 1
and the Iteration 2 is that instead of
sorting information by destination, we
sorted by time. As a result, the most
temporally relevant routes are always
displayed on the top of the list. By doing
so, we try to display the most urgent
information to users.
Remixing Map Elements: The Old & The New
30
ITERATING THROUGH INITIAL DESIGN CONCEPTS
While creating the map portion of the
display, we found inspiration in a
number of different types of maps that
influenced our style.
- Vintage maps of continents and
countries, for the arching low-
contrast island names
- Illustrated maps, for the
incorporation of delightful
elements and icons signifying
activity
- Transit maps, for zoomed insets
that provide additional
wayfinding information
- Mall maps, for the point of entry
star
- Metro maps, for the modern
approach to route visualization
31
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Remixing Map Elements: Experimentations
32
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Remixing Map Elements: Ultimate Version
Map points
While the islands were perhaps the real
destinations for users, we recognized
that George’s guests and Patrick were
traveling to specific areas related to
transit on the islands. Thus, we included
clear map dots that represented the
location of Stations, Airports, and
Harbors.
Point of Entry
A clear point of entry on the map is the
You Are Here badge, enabling the user
to quickly locate themselves in relation
to other places.
Route lines
Plane routes are represented by solid
lines, trains are dashed lines, and ferries
are dotted lines.
Color: Adding Meaning to Colors
33
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Our initial explorations experimented
with the application of color. During the
later phases of the project, we
considered more deeply how the colors
of the map and the schedule were
interacting with one another, and the
meaning behind the colors we selected.
The following series of slides gives
context to the use of color within the
scheduling side of our display.
Color: Balancing Hue & Highlighting Information
34
ITERATING THROUGH INITIAL DESIGN CONCEPTS
The bottom-right combination of typeface and
color was our ultimate choice for legibility at a
distance–an important factor with our users
within the ATH.. The green had strong enough
contrast on both the black schedule background,
and the lighter background of the map.
Color: Semantic Carriers of Meaning Brought to Life
35
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Ultimately, the three colors within the
schedule side of the display utilized
semantic carriers of meaning to suggest
to the user that a route was canceled,
delayed, or in boarding mode – similar
to that of a stoplight.
Playing with Engaging Elements
36
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Knowing that George’s guests might
include his children and grandchildren,
we experimented with adding activity
icons and attractions within the
schedule side of the display.
Ultimately, we decided the look
was too busy and might distract
our personas from their mission of
finding the most relevant route.
37
Exploring Edge Cases
ITERATING THROUGH INITIAL DESIGN CONCEPTS
We wanted to test the limits of our
display within the context of our
personas. We did this by applying
various edge cases to our design.
Top to bottom:
- Flights leaving at the exact same
time on different airlines to the
same destination
- Last flight of the day departing
- No more flights being available to
particular destination
38
Defining the PTF Pass: Packages
ITERATING THROUGH INITIAL DESIGN CONCEPTS
In order to move forward with our
project, we realized we needed to define
the parameters of the PTF pass. We
conducted a brainstorm and decided to
frame the PTF pass as a series of
packages that met the needs of
George’s guests and Patrick.
Types of PTF pass:
- Individual Passes
- Group/Family Passes
- Business Passes
39
Defining the PTF Pass: Visual Representations
ITERATING THROUGH INITIAL DESIGN CONCEPTS
Initially, we had represented the PTF
pass within the schedule as a small tag.
Reflecting on the importance of the PTF
pass for our persona Elizabeth, we
decided to only display PTF-eligible
flights in our schedule, and added a
large ad at the bottom of the map to
emphasize the deal.
40
Defining the PTF Pass: Flexible Options & Engagement
ITERATING THROUGH INITIAL DESIGN CONCEPTS
In our initial version of the control, we
thought to add an expanding element to
the bottom PTF banner. When a button
was pressed, it would open into a
broader window with a description of
packages and pricing, and a QR code to
immediately purchase a pass.
Design in Motion &
Animations
41
42
DESIGN IN MOTION & ANIMATIONS
Progressive Disclosure: Adding Opacity to Routes
One piece of information we received
during critique was that the schedule
display was like a wall of information,
and thus impenetrable to the user.
We experimented with adding opacity to
the less urgent routes to ease user
overwhelm. At right is our first iteration.
Progressive Disclosure: Barrel Roll Effect
43
DESIGN IN MOTION & ANIMATIONS
In an additional exploration of
progressive disclosure and opacity, we
expanded the width of upcoming route
schedules and adjusted the opacity at
the bottom of the schedule. With the
larger boarding/departing card at the top
of the list, the schedule takes on the
effect of a barrel rolling through
information, or an open roll-a-dex.
We built upon this effect with animation,
and used AfterEffects to scroll upcoming
routes towards the top of the schedule
when a route departed.
Emphasizing A Point of Entry with Animation
44
DESIGN IN MOTION & ANIMATIONS
Expanding upon the point of entry of the
You Are Here button, we used color and
animation to couple the map and the
schedule.
When the countdown to boarding hit 10
minutes, the boarding badge on the top
of the schedule would blink and a
glowing light would trace and loop from
the You Are Here button along the green
path to the destination, drawing the
user’s eye.
Applying Disney’s Slow In & Slow Out
45
DESIGN IN MOTION & ANIMATIONS
One of Disney’s 12 animation principles
is the Slow In Slow Out motion
technique, which allocates more frames
at the start and end of the motion to
have an overall smoothing, graceful
effect.
We used the same principle in the
transition sequence after a route
departs. After a route departs, the top
card representing the recently departed
route is replaced by the upcoming route
card.
Slow In & Slow Out: Applied
46
DESIGN IN MOTION & ANIMATIONS
Coupling Data Using Motion
47
DESIGN IN MOTION & ANIMATIONS
We wanted the boarding process to be an immediate call to action. We used coupling between the boarding card, which
contains a tag that blinks, and the corresponding map route, which glows along its route, to draw user attention
immediately. The aforementioned animations occur only when there are 10 minutes left to board, and stops after the
transport departs.
Control & The Preferred
Future Concept
48
49
The Preferred Future Concept
CONTROL & THE PREFERRED FUTURE CONCEPT
50
Reducing Cognitive Load: Organizing Routes by Time
CONTROL & THE PREFERRED FUTURE CONCEPT
Tier One
Tier Two
Tier Three
Our final version for this project
organizes data into three tiers of
information, with gradually less pieces of
data displayed the further away the route
is from departing.
Tier 1
Routes departing in 20 minutes or less
Tier 2
Routes departing in 40 minutes or less
Tier 3
Routes departing in over an hour
51
Reducing Cognitive Load: Combining Train & Ferry
CONTROL & THE PREFERRED FUTURE CONCEPT
One of our insights during the project
was that users needed to access ferries
from the train. We represented this on
the final display with a layover and time
estimate to manage Patrick and George
and his guests’ expectations–and
potentially provide them with an
opportunity for on-the-way exploring.
52
Reducing Cognitive Load: Weather Warning
CONTROL & THE PREFERRED FUTURE CONCEPT
Patrick:
“I want more flexibility
around my travel
options so I can prep
for weather changes.”
We incorporated weather warnings into
the map portion of the display to keep
Patrick, as well as George’s vacationing
guests, up to date on any changes that
may affect their plans.
53
Reducing Cognitive Load: Last Flight/Ferry/Train Warning
CONTROL & THE PREFERRED FUTURE CONCEPT
George:
“I want my guests to use
my home on San Juan
Island as a base from
which to experience all
of the Islands.”
Knowing that George wanted his guests
to be based on San Juan Island, we
added a warning to the last route of the
day from a given destination within our
display.
54
Giving Users Control: Playful PTF Itineraries
CONTROL & THE PREFERRED FUTURE CONCEPT
We incorporated marketing elements into our control. With George’s guests in mind, we created three different fictional
itineraries with points of interest around the San Juan Islands, and paired those itineraries with PTF pass packages. The three
categories were Family, Romantic, and Adventure. Users could access the itineraries below by pressing one of the buttons in the
following slide. The user could save the itinerary–and purchase a PTF pass directly from their phone–by scanning the QR code.
55
Giving Users Control: All-Business PTF Pass
CONTROL & THE PREFERRED FUTURE CONCEPT
While informative PTF pass itineraries may delight George’s guests, we understood that Patrick would simply want to get access
to the PTF pass and start receiving the savings and flexibility benefits right away. To make the display work for Patrick, we have
a general QR code on the display. When he scans the QR code with his phone, Patrick is taken to a quick-purchase PTF pass
webpage that includes 1-month, 6-month, and annual pass pricing for businesses, along with the tourist-friendly packages in the
previous slide.
56
Giving Users Control: Button Building
CONTROL & THE PREFERRED FUTURE CONCEPT
We imagined pairing the display with a
panel of buttons existing below the map
portion of the screen. Each button is in
the same shape as the point of interest
on the map–triangle, square, and circle–
and includes a relevant icon for easy
identification for George and his guests
in the ATH.
57
Curating The Pitch to The Client
CONTROL & THE PREFERRED FUTURE CONCEPT
Pitching to our fictional client, Elizabeth Duarte,
gave us the unique opportunity to practice
advocating for our design in a professional
context. It was especially interesting to
consider how we might curate our process for
the benefit of Elizabeth and her boss and other
stakeholders.
We could have done a better job at tightening
up the beginning of the presentation and
shining a spotlight on the trusted rapport we
had built with our fictional persona Elizabeth to
establish credibility.
Importantly, we learned that we should be
sensitive to using the word “final” in reference
to the proposed design concept. In order to get
a follow-up meeting, the door should be open
to compromise and adjustments.
58
The Preferred Future Concept with Control
CONTROL & THE PREFERRED FUTURE CONCEPT
[control section]

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Process book

  • 1. THE ATLANTIS TRANSIT HUB Data-Driven Display Eric Guo Vasant Menon Gillis Bernard 1
  • 2. OBJECTIVES 2 Create a data display for the fictional Atlantis Transit Hub in Washington’s San Juan Islands Engage and inform travellers to enable exploring the San Juan Islands for business and pleasure Satisfy objectives and needs of imagined client stakeholders 1 2 3
  • 3. TABLE OF CONTENTS 4-6 3 7-16 17-25 25-40 41-47 48-56 Data Discovery & Modeling Putting People in The Equation Parallel Prototyping & Sketching Iterating Through Initial Design Concepts Design in Motion & Animations Control & The Preferred Future Concept
  • 5. 5 DATA DISCOVERY & MODELING Abstracting The Data We were provided a vast set of data about the modes of transit and routes among the San Juan Islands. Columns of data ranged from the expected– departure time, airline company– to the granular–amount of fuel on board the airplane, airplane manufacturer. Our first step was to abstract the data set into a model to make sense of the relationships between each data category.
  • 6. Transit Decision Trees 6 DATA DISCOVERY & MODELING As we created our first model, we realized that some data categories were likely not relevant to the end user who was looking for information on travel routes within the Atlantis Transit Hub (ATH). To align our data model with our perception of user needs, we created a decision tree that provides a high-level representation of how a user might think about their transportation options from the ATH.
  • 8. Empathizing with Personas 8 PUTTING PEOPLE IN THE EQUATION Along with the data set, we received three personas for the project–Elizabeth Duarte, Patrick Mulvaney, and George Shimko. We whiteboard brainstormed goals for each user (in blue), later adding in ideas for design elements (in red) and relevant data categories (in black).
  • 9. User Personas: Elizabeth Duarte 9 PUTTING PEOPLE IN THE EQUATION Elizabeth Duarte, Transportation Director1. “I want to offer highly readable displays of changing transportation data.” 2. “I want to educate the public about the ease of travel with PTF pass.” 3. “With PTF Pass, I want to provide great value and flexibility to customers.” Elizabeth is our client. From her persona, we concluded several insights: 1) Our display has to be highly readable 2) We have to consider real-time data changes in our design 3) Promoting the PTF pass is mission- critical to Elizabeth in the redesign of the data display. We also concluded two area of focus for the PTF pass: great value and flexibility.
  • 10. User Personas: Patrick Mulvaney 10 PUTTING PEOPLE IN THE EQUATION Patrick Mulvaney, Business Traveler1. “I want more flexibility around my travel options so I can prep for weather changes” 2. “I want to spend less mental energy planning how to get around during my business trips.” 3. “I want to minimize my time spent traveling to and from a site and my next destination.” The persona of Patrick Mulvaney presented an interesting design challenge. Rather than coming to the San Juan Islands as a tourist, Patrick found himself in the ATH for his job at a clean energy company. We came to the conclusion that above all else, Patrick wants to get into the ATH and get out as soon as possible with the information needed to get him to his next customer site.
  • 11. User Personas: George Shimko 11 PUTTING PEOPLE IN THE EQUATION 1. “I want my guests and grandchildren to be able to explore the San Juan islands easily.” 2. “I want my guests to be able to create personalized itineraries.” 3. “I want my guests to use my home on San Juan Island as a base from which to experience all of the Islands.” George Shimko, Family Traveler While George was our given personas, our touchpoint throughout the design process was George’s visiting family members and guests. As a local with houses on both San Juan Island and Stuart Island, George likely knows his way around the archipelago. The real challenge was the imagining of George’s guests’ needs. We imagined that his guests included (but were not limited to) his adult children and their grandchildren. George’s extended family served as an additional persona to consider throughout the design process.
  • 12. The Traveller User Journey: Priorities by Persona 12 PUTTING PEOPLE IN THE EQUATION George / Patrick In the Atlantis Hub George Next, we focused on identifying the role that the data display plays in the travel experiences for George and Patrick. We split the traveller’s journey into four stages–Planning, Purchasing, Waiting & Confirming, and In-Journey. Of the four stages, the Waiting & Confirming stage seemed most relevant to our task of designing the data display, and thus provided the biggest opportunity for engagement. Stage 1: Planning Stage 2: Purchasing Stage 3: Waiting & Confirming Stage 4: In Journey
  • 13. The Traveller User Journey: Adding Relevant Data 13 PUTTING PEOPLE IN THE EQUATION Stage 1: Planning Stage 2: Purchasing Stage 3: Waiting & Confirming Stage 4: In Journey George / Patrick In the Atlantis Hub George PTF Discount / Bundle Tourists Attractions Train Connection Price Availability Departure/ Arrival Time Related Data: Departure/Arrival Time, Flight Status, ID, Boarding Gate/Platform Arrival Time 13 Based on our modeling, we incorporated data categories into the different phases of the traveller user journey.
  • 14. User-Driven Data Decisions: Finding Commonalities 14 PUTTING PEOPLE IN THE EQUATION Identifying data categories valuable to both George and Patrick (shows in yellow) was a crucial initial step in our design process. Blue sticky notes represented persona goals (slide 3) and yellow sticky notes represented abstracted data categories relevant to George and Patrick’s respective objectives.
  • 15. 15 PUTTING PEOPLE IN THE EQUATION Left: Some very specific data categories that were included within the initial set were discarded at this point in the process. Through our persona-building and modelling, we deemed them irrelevant to the display. User-Driven Data Decisions: Letting Go & Doubling Down Right: After creating our commonality data model, we used pink sticky notes to quickly incorporate design elements onto the model to prepare us for the sketching phase.
  • 16. Market Research: The Islands 16 PUTTING PEOPLE IN THE EQUATION We conducted market research to deepen our understanding of the needs of George’s guests on the San Juan Islands. Resources like TripAdvisor, the tourism blog #IslandStories, and Google Images revealed the attractions that draw tourists to the islands.
  • 18. Market Research: Data Displays 18 PARALLEL PROTOTYPING & SKETCHING Prior to creating our initial sketches, we quickly searched via Google Images for inspiration. We were struck by the diverse use of color (semantic use of yellow for delays versus standard use of yellow within palette for minutes until departure) and iconography to communicate meaning.
  • 19. 19 Thinking Through Sketching PARALLEL PROTOTYPING & SKETCHING Our team used parallel prototyping and rapid iteration to kick off our design process during an in-class work session. Using a map of the San Juan Islands, our personas, and our data models as a guide, we each created multiple high- level visions for the layout of information on the ATH data display.
  • 20. 20 Sketches: Sorting by Mode, Time, Coming/Going PARALLEL PROTOTYPING & SKETCHING The following slides present artifacts from a generative phase in the project. We created numerous pen and ink sketches of the data display, experimenting with different forms of visualization and representation. Elements of featured sketch (right): - Map with temperature, storm advisory, date - Information hierarchy by mode of transit, time - Train routes numbered by 1 or 2 - Display minutes countdown until boarding if departure time in under 30 minutes
  • 21. Sketches: Sorting by Time & Coming/Going 21 PARALLEL PROTOTYPING & SKETCHING Elements of featured sketch: - Information hierarchy by departures and arrivals, time - Incorporation of icons to indicate mode of transit - Horizontally split screen with map - Map slider visualizing PTF pass flights only
  • 22. Sketches: Sorting by Location & Time 22 PARALLEL PROTOTYPING & SKETCHING Elements of featured sketch: - Information hierarchy by location (country, island), time - Icons featuring mode of transit - Routes represented as pills within destination blocks - Rotation weather and map section in top right
  • 23. 23 Sketches: Sorting by Mode & Time PARALLEL PROTOTYPING & SKETCHING Elements of featured sketch: - Information hierarchy by mode of transit, time - Experimenting with visual representation of proximity based on user dependency on trains to reach harbors - Time table including all departure and arrival times for planes, ferries to island destinations - Ability to toggle back and forth between flights view and train & ferry view
  • 24. 24 Sketches: Sorting by Mode, Location, Coming/Going PARALLEL PROTOTYPING & SKETCHING Elements of featured sketch: - Information hierarchy by mode, location (in ferry section) - Visual representation of stops on train to educate user on layover times - Narrow, zoomable section for map above timetable
  • 25. Iterating Through Initial Digital Design Concepts 25
  • 26. Digital Sketching in Grayscale: Version 1 26 ITERATING THROUGH INITIAL DESIGN CONCEPTS After creating the initial pen and paper sketch, we realized our two most promising designs in grayscale. Critique & Team Assessment: + Situated the Hub within the entirety of the user’s travel experience coming to the islands, from left to right, starting with an incoming flight at the airport + Clear point of entry with “You Are Here” button - Puts cognitive load on user, potentially hard to decipher - Design necessitates small text - Does not show returns to Hub
  • 27. Digital Sketching in Grayscale: Version 2 27 ITERATING THROUGH INITIAL DESIGN CONCEPTS Critique & Team Assessment: + Visual representation of duration of routes reduces cognitive load of user + Displays layovers in case user has clearer expectations + Shows complete user journey from Hub to destination + Uses iconography to indicate mode of transit - Low contrast in areas - Busy with text, status tags - Little visual hierarchy Ultimately, we chose to explore Version 2 further because it seemed to provide a better foundation on which to iterate and meet the needs of Patrick and George.
  • 28. Digital Iteration 1 28 ITERATING THROUGH INITIAL DESIGN CONCEPTS Our first iteration was based on our digital sketching in Grayscale Version 2 in previous slide. We added color to improve the information hierarchy. We also developed our first iteration of the map for San Juan Island. The map shows weather information, a location finder within the ATH and potential routes departing from the ATH.
  • 29. Digital Iteration 2 29 ITERATING THROUGH INITIAL DESIGN CONCEPTS Our second digital iteration illustrates the beginnings of our exploration of coupling the map and the boarding route with color – an idea that we would build upon during the animation phase of the project. The foundational grid for the display (60% map, 40% schedule), along with the grid for the route schedules, also became more refined in this version. One big change between the Iteration 1 and the Iteration 2 is that instead of sorting information by destination, we sorted by time. As a result, the most temporally relevant routes are always displayed on the top of the list. By doing so, we try to display the most urgent information to users.
  • 30. Remixing Map Elements: The Old & The New 30 ITERATING THROUGH INITIAL DESIGN CONCEPTS While creating the map portion of the display, we found inspiration in a number of different types of maps that influenced our style. - Vintage maps of continents and countries, for the arching low- contrast island names - Illustrated maps, for the incorporation of delightful elements and icons signifying activity - Transit maps, for zoomed insets that provide additional wayfinding information - Mall maps, for the point of entry star - Metro maps, for the modern approach to route visualization
  • 31. 31 ITERATING THROUGH INITIAL DESIGN CONCEPTS Remixing Map Elements: Experimentations
  • 32. 32 ITERATING THROUGH INITIAL DESIGN CONCEPTS Remixing Map Elements: Ultimate Version Map points While the islands were perhaps the real destinations for users, we recognized that George’s guests and Patrick were traveling to specific areas related to transit on the islands. Thus, we included clear map dots that represented the location of Stations, Airports, and Harbors. Point of Entry A clear point of entry on the map is the You Are Here badge, enabling the user to quickly locate themselves in relation to other places. Route lines Plane routes are represented by solid lines, trains are dashed lines, and ferries are dotted lines.
  • 33. Color: Adding Meaning to Colors 33 ITERATING THROUGH INITIAL DESIGN CONCEPTS Our initial explorations experimented with the application of color. During the later phases of the project, we considered more deeply how the colors of the map and the schedule were interacting with one another, and the meaning behind the colors we selected. The following series of slides gives context to the use of color within the scheduling side of our display.
  • 34. Color: Balancing Hue & Highlighting Information 34 ITERATING THROUGH INITIAL DESIGN CONCEPTS The bottom-right combination of typeface and color was our ultimate choice for legibility at a distance–an important factor with our users within the ATH.. The green had strong enough contrast on both the black schedule background, and the lighter background of the map.
  • 35. Color: Semantic Carriers of Meaning Brought to Life 35 ITERATING THROUGH INITIAL DESIGN CONCEPTS Ultimately, the three colors within the schedule side of the display utilized semantic carriers of meaning to suggest to the user that a route was canceled, delayed, or in boarding mode – similar to that of a stoplight.
  • 36. Playing with Engaging Elements 36 ITERATING THROUGH INITIAL DESIGN CONCEPTS Knowing that George’s guests might include his children and grandchildren, we experimented with adding activity icons and attractions within the schedule side of the display. Ultimately, we decided the look was too busy and might distract our personas from their mission of finding the most relevant route.
  • 37. 37 Exploring Edge Cases ITERATING THROUGH INITIAL DESIGN CONCEPTS We wanted to test the limits of our display within the context of our personas. We did this by applying various edge cases to our design. Top to bottom: - Flights leaving at the exact same time on different airlines to the same destination - Last flight of the day departing - No more flights being available to particular destination
  • 38. 38 Defining the PTF Pass: Packages ITERATING THROUGH INITIAL DESIGN CONCEPTS In order to move forward with our project, we realized we needed to define the parameters of the PTF pass. We conducted a brainstorm and decided to frame the PTF pass as a series of packages that met the needs of George’s guests and Patrick. Types of PTF pass: - Individual Passes - Group/Family Passes - Business Passes
  • 39. 39 Defining the PTF Pass: Visual Representations ITERATING THROUGH INITIAL DESIGN CONCEPTS Initially, we had represented the PTF pass within the schedule as a small tag. Reflecting on the importance of the PTF pass for our persona Elizabeth, we decided to only display PTF-eligible flights in our schedule, and added a large ad at the bottom of the map to emphasize the deal.
  • 40. 40 Defining the PTF Pass: Flexible Options & Engagement ITERATING THROUGH INITIAL DESIGN CONCEPTS In our initial version of the control, we thought to add an expanding element to the bottom PTF banner. When a button was pressed, it would open into a broader window with a description of packages and pricing, and a QR code to immediately purchase a pass.
  • 41. Design in Motion & Animations 41
  • 42. 42 DESIGN IN MOTION & ANIMATIONS Progressive Disclosure: Adding Opacity to Routes One piece of information we received during critique was that the schedule display was like a wall of information, and thus impenetrable to the user. We experimented with adding opacity to the less urgent routes to ease user overwhelm. At right is our first iteration.
  • 43. Progressive Disclosure: Barrel Roll Effect 43 DESIGN IN MOTION & ANIMATIONS In an additional exploration of progressive disclosure and opacity, we expanded the width of upcoming route schedules and adjusted the opacity at the bottom of the schedule. With the larger boarding/departing card at the top of the list, the schedule takes on the effect of a barrel rolling through information, or an open roll-a-dex. We built upon this effect with animation, and used AfterEffects to scroll upcoming routes towards the top of the schedule when a route departed.
  • 44. Emphasizing A Point of Entry with Animation 44 DESIGN IN MOTION & ANIMATIONS Expanding upon the point of entry of the You Are Here button, we used color and animation to couple the map and the schedule. When the countdown to boarding hit 10 minutes, the boarding badge on the top of the schedule would blink and a glowing light would trace and loop from the You Are Here button along the green path to the destination, drawing the user’s eye.
  • 45. Applying Disney’s Slow In & Slow Out 45 DESIGN IN MOTION & ANIMATIONS One of Disney’s 12 animation principles is the Slow In Slow Out motion technique, which allocates more frames at the start and end of the motion to have an overall smoothing, graceful effect. We used the same principle in the transition sequence after a route departs. After a route departs, the top card representing the recently departed route is replaced by the upcoming route card.
  • 46. Slow In & Slow Out: Applied 46 DESIGN IN MOTION & ANIMATIONS
  • 47. Coupling Data Using Motion 47 DESIGN IN MOTION & ANIMATIONS We wanted the boarding process to be an immediate call to action. We used coupling between the boarding card, which contains a tag that blinks, and the corresponding map route, which glows along its route, to draw user attention immediately. The aforementioned animations occur only when there are 10 minutes left to board, and stops after the transport departs.
  • 48. Control & The Preferred Future Concept 48
  • 49. 49 The Preferred Future Concept CONTROL & THE PREFERRED FUTURE CONCEPT
  • 50. 50 Reducing Cognitive Load: Organizing Routes by Time CONTROL & THE PREFERRED FUTURE CONCEPT Tier One Tier Two Tier Three Our final version for this project organizes data into three tiers of information, with gradually less pieces of data displayed the further away the route is from departing. Tier 1 Routes departing in 20 minutes or less Tier 2 Routes departing in 40 minutes or less Tier 3 Routes departing in over an hour
  • 51. 51 Reducing Cognitive Load: Combining Train & Ferry CONTROL & THE PREFERRED FUTURE CONCEPT One of our insights during the project was that users needed to access ferries from the train. We represented this on the final display with a layover and time estimate to manage Patrick and George and his guests’ expectations–and potentially provide them with an opportunity for on-the-way exploring.
  • 52. 52 Reducing Cognitive Load: Weather Warning CONTROL & THE PREFERRED FUTURE CONCEPT Patrick: “I want more flexibility around my travel options so I can prep for weather changes.” We incorporated weather warnings into the map portion of the display to keep Patrick, as well as George’s vacationing guests, up to date on any changes that may affect their plans.
  • 53. 53 Reducing Cognitive Load: Last Flight/Ferry/Train Warning CONTROL & THE PREFERRED FUTURE CONCEPT George: “I want my guests to use my home on San Juan Island as a base from which to experience all of the Islands.” Knowing that George wanted his guests to be based on San Juan Island, we added a warning to the last route of the day from a given destination within our display.
  • 54. 54 Giving Users Control: Playful PTF Itineraries CONTROL & THE PREFERRED FUTURE CONCEPT We incorporated marketing elements into our control. With George’s guests in mind, we created three different fictional itineraries with points of interest around the San Juan Islands, and paired those itineraries with PTF pass packages. The three categories were Family, Romantic, and Adventure. Users could access the itineraries below by pressing one of the buttons in the following slide. The user could save the itinerary–and purchase a PTF pass directly from their phone–by scanning the QR code.
  • 55. 55 Giving Users Control: All-Business PTF Pass CONTROL & THE PREFERRED FUTURE CONCEPT While informative PTF pass itineraries may delight George’s guests, we understood that Patrick would simply want to get access to the PTF pass and start receiving the savings and flexibility benefits right away. To make the display work for Patrick, we have a general QR code on the display. When he scans the QR code with his phone, Patrick is taken to a quick-purchase PTF pass webpage that includes 1-month, 6-month, and annual pass pricing for businesses, along with the tourist-friendly packages in the previous slide.
  • 56. 56 Giving Users Control: Button Building CONTROL & THE PREFERRED FUTURE CONCEPT We imagined pairing the display with a panel of buttons existing below the map portion of the screen. Each button is in the same shape as the point of interest on the map–triangle, square, and circle– and includes a relevant icon for easy identification for George and his guests in the ATH.
  • 57. 57 Curating The Pitch to The Client CONTROL & THE PREFERRED FUTURE CONCEPT Pitching to our fictional client, Elizabeth Duarte, gave us the unique opportunity to practice advocating for our design in a professional context. It was especially interesting to consider how we might curate our process for the benefit of Elizabeth and her boss and other stakeholders. We could have done a better job at tightening up the beginning of the presentation and shining a spotlight on the trusted rapport we had built with our fictional persona Elizabeth to establish credibility. Importantly, we learned that we should be sensitive to using the word “final” in reference to the proposed design concept. In order to get a follow-up meeting, the door should be open to compromise and adjustments.
  • 58. 58 The Preferred Future Concept with Control CONTROL & THE PREFERRED FUTURE CONCEPT [control section]