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Stories about trains
Improving the travel experience
through user-centred design




Experientia 2009
Trenitalia: designing the travel experience




Enable new forms of interaction         Increased communication potential
between customers and Trenitalia’s       Making data available anytime/anywhere to
physical/information structure           support personnel and passenger decisions
                                        Potential for the design of new services offerings
                                         Design 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

   Dreaming                                            Ticketing
    Activities related to imagining future travel        Procedures and activities performed to
    scenarios and situations                             acquire the travel document
   Learning                                            Waiting
    Activities related to searching and acquiring        Time range and activities usually carried out
    information about a future travel                    on platform or waiting rooms due to train
                                                         delays, catching connections, etc.
   Planning
    Activities related to taking decisions about        Boarding
    the different resources to be used during a          Activities involved in entering the train envi-
    travel                                               ronment (wagon) and finding a place to sit
   Starting from home                                  Riding
    Activities carried out to move from the home         Activities carried out during the time spent on
    environment to the train station                     board like relaxing, socialising or working
   Entering the station                                Continuing
    Orientation / information retrieval activities       Activities related to leaving the train and
    performed once entered the train station             train station to connect with other means of
                                                         transport or physical environments
Travel roles

   Commuters                                    Event travellers
    Frequent travellers involved in highly        Visit places because of their interest in a
    predictable and repetitive journeys           specific event (e.g. sporting, religious,
                                                  political or cultural events)
   Tourists
    Leisure travellers with a wide range of      Travellers with special needs
    expectations and needs                        Often dependent on the support of others
                                                  during the travel for various reasons.
   Business travellers
    Timely arrival is crucial for them           Railroad employees
                                                  Interested 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




                                             Special events


    At home            On board     Delays




                                              ‘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




     Boarding                  In the train   Correct station notification
Scenario 3: Delays

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

Transforming the travelling
experience: the school trip case
Design the train environment to
support and augment the event travel
experience




     At school         At the station   On board   Stopping   Continuing
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
What has changed?


1. Technology
   Smart phones, pervasive displays,
   augmented reality, ubiquitous Internet
   But it is still about information and
   communication
2. People
   Increased expectations, increased
   independence
   But basic human behaviour is still the
   same
3. Client (Trenitalia)
   Some services implemented, more
   technologically enabled
   But it is still a transport company
User-centred
design approach                                    People
                                              Understand


                                     In-depth understanding of user needs
                                        through observation and analysis
               Context                           User profiles                          Ideas
             Foresight                                                               Design



        Research on and scenarios                                                    User-centred
         of future developments                                             design concepts and strategies
                Scenarios                                                        Design specification




                         Experience                                   Touchpoints

                            Test                                     Prototype


                Comprehensive usability analysis                  Strong user experiences
                   Implementation support                           Iterative prototypes
Foresight                                 Approach
                                             Context research
Identify future business opportunities
                                             Trend exploration
Medium range scenarios about the way         Expert opinions
people will organise their lives in the      Opportunity mapping
future, what products and services they      Scenario development

might need, and how they will use them,
                                          Deliverables
helps companies and organisations            Trend analysis
identify opportunities for design and        Technology roadmaps
innovation.                                  Mood boards
                                             Scenarios of use
Understand                                Approach
                                             User experience modelling
Connect marketing research with in-
                                             Contextual inquiry
depth user understanding                     Design ethnography
To understand people’s experiences and       Interviews with extreme and
                                              lead users
behaviours, and to grasp how they            Conversation analysis
interact with products and services, we      Task and flow analysis
need to observe them in their own
environments, analyse their               Deliverables
                                             User profiles and personas
conversations, flows and tasks, and use
                                             Customer journey maps
these qualitative insights to model          Experience models
products and services.                       Scenarios
Design                                     Approach
                                              Strategic design
Create user-centred strategies and
                                              Innovation workshops
design concepts                               Opportunity modelling
Translating the user and use needs and        Idea generation

desired experience into creative and          Concept development
                                              Communication design,
human-centred strategies, concepts and         interaction design, industrial
design will ensure compelling, desirable       design, information architecture

and useful solutions for the end-users     Deliverables
and added value for companies.                Concept visualisations
                                              Sketches
                                              Design drawings and models
                                              User and use requirements
                                              Design specifications
Prototype                                 Approach
                                             Just enough prototyping
Assure effective and strong
                                             Iterative process
experiences through prototyping              Conceptual prototypes
By designing progressively more refined      Appearance prototypes

prototypes, we gain insights on what         Functional prototypes

works with people and what doesn't, and   Deliverables
why, and we can test user acceptance,        Lo-fi prototypes are developed
                                              with simple tools: paper,
usage benefits and drawbacks in various       screen, video, wizard-of-oz,
contexts, making sure that the end            walk-through…

result is solid and valuable.                Hi-fi prototypes are more
                                              sophisticated: here we have
                                              applications, appearance
                                              models and functional models
Test                                     Approach
                                            Participatory methods
Deliver robust products and services
                                            Heuristic evaluations
through comprehensive user testing          Cognitive walkthroughs
By assessing, measuring and evaluating      Focus groups

the user experience companies and           Usability testing

organisations can align their products   Deliverables
and services with their users’ needs.       Usability analysis
                                            Prototype iterations
                                            Implementation support
Our Clients



    Context               People             Ideas            Touchpoints          Experience
  Foresight            Understand          Design             Prototypes             Test




 City of Genk          Condé Nast          Alcatel Lucent       Alcatel Lucent      Expedia
 CSI-Piemonte          Conifer Research    Applied Dreams       Condé Nast          Fujitsu Siemens
 European Commission   CVS Pharmacy        CVS Pharmacy         Ferrero             Nokia
 Nokia                 Expedia             Deutsche Telekom     Finmeccanica        RIM
 Samsung               Fidelity            Ferrero              Intesa San Paolo    Red Hat
 SITRA, Finland        Haier               Kodak                Mattel              Samsung
 Swisscom              Microsoft           Max Mara             SITRA, Finland      Vodafone
 Trenitalia            Motorola            Nokia                Swisscom            Whirlpool
 Vodafone              Samsung             Samsung              Yahoo!
                       SITRA, Finland      SITRA, Finland
                       Thomson CompuMark   Swisscom
                       Vodafone            Tre Spade
                                           Vodafone
Experientia s.r.l.
Via Cesare Battisti 15
10123 Torino
Italy


T+39 011 812 9687
info@experientia.com
www.experientia.com

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Vanderbeeken_EXPERIENTIA

  • 1. Stories about trains Improving the travel experience through user-centred design Experientia 2009
  • 2. Trenitalia: designing the travel experience Enable new forms of interaction  Increased communication potential between customers and Trenitalia’s Making data available anytime/anywhere to physical/information structure support personnel and passenger decisions  Potential for the design of new services offerings Design 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
  • 3. Travel stages  Dreaming  Ticketing Activities related to imagining future travel Procedures and activities performed to scenarios and situations acquire the travel document  Learning  Waiting Activities related to searching and acquiring Time range and activities usually carried out information about a future travel on platform or waiting rooms due to train delays, catching connections, etc.  Planning Activities related to taking decisions about  Boarding the different resources to be used during a Activities involved in entering the train envi- travel ronment (wagon) and finding a place to sit  Starting from home  Riding Activities carried out to move from the home Activities carried out during the time spent on environment to the train station board like relaxing, socialising or working  Entering the station  Continuing Orientation / information retrieval activities Activities related to leaving the train and performed once entered the train station train station to connect with other means of transport or physical environments
  • 4. Travel roles  Commuters  Event travellers Frequent travellers involved in highly Visit places because of their interest in a predictable and repetitive journeys specific event (e.g. sporting, religious, political or cultural events)  Tourists Leisure travellers with a wide range of  Travellers with special needs expectations and needs Often dependent on the support of others during the travel for various reasons.  Business travellers Timely arrival is crucial for them  Railroad employees Interested in the railway system as their place of work and in its changes from a professional point of view
  • 5. 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 Special events At home On board Delays ‘Cool tricks’
  • 6. 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
  • 7. Scenario 2: On board Find my way scenario Reduce people’s uncertainty and stress by providing information on the right location and destination Boarding In the train Correct station notification
  • 8. Scenario 3: Delays 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
  • 10. Scenario 4: Special events Transforming the travelling experience: the school trip case Design the train environment to support and augment the event travel experience At school At the station On board Stopping Continuing
  • 11. 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
  • 12. What has changed? 1. Technology Smart phones, pervasive displays, augmented reality, ubiquitous Internet But it is still about information and communication 2. People Increased expectations, increased independence But basic human behaviour is still the same 3. Client (Trenitalia) Some services implemented, more technologically enabled But it is still a transport company
  • 13. User-centred design approach People Understand In-depth understanding of user needs through observation and analysis Context User profiles Ideas Foresight Design Research on and scenarios User-centred of future developments design concepts and strategies Scenarios Design specification Experience Touchpoints Test Prototype Comprehensive usability analysis Strong user experiences Implementation support Iterative prototypes
  • 14. Foresight Approach  Context research Identify future business opportunities  Trend exploration Medium range scenarios about the way  Expert opinions people will organise their lives in the  Opportunity mapping future, what products and services they  Scenario development might need, and how they will use them, Deliverables helps companies and organisations  Trend analysis identify opportunities for design and  Technology roadmaps innovation.  Mood boards  Scenarios of use
  • 15. Understand Approach  User experience modelling Connect marketing research with in-  Contextual inquiry depth user understanding  Design ethnography To understand people’s experiences and  Interviews with extreme and lead users behaviours, and to grasp how they  Conversation analysis interact with products and services, we  Task and flow analysis need to observe them in their own environments, analyse their Deliverables  User profiles and personas conversations, flows and tasks, and use  Customer journey maps these qualitative insights to model  Experience models products and services.  Scenarios
  • 16. Design Approach  Strategic design Create user-centred strategies and  Innovation workshops design concepts  Opportunity modelling Translating the user and use needs and  Idea generation desired experience into creative and  Concept development  Communication design, human-centred strategies, concepts and interaction design, industrial design will ensure compelling, desirable design, information architecture and useful solutions for the end-users Deliverables and added value for companies.  Concept visualisations  Sketches  Design drawings and models  User and use requirements  Design specifications
  • 17. Prototype Approach  Just enough prototyping Assure effective and strong  Iterative process experiences through prototyping  Conceptual prototypes By designing progressively more refined  Appearance prototypes prototypes, we gain insights on what  Functional prototypes works with people and what doesn't, and Deliverables why, and we can test user acceptance,  Lo-fi prototypes are developed with simple tools: paper, usage benefits and drawbacks in various screen, video, wizard-of-oz, contexts, making sure that the end walk-through… result is solid and valuable.  Hi-fi prototypes are more sophisticated: here we have applications, appearance models and functional models
  • 18. Test Approach  Participatory methods Deliver robust products and services  Heuristic evaluations through comprehensive user testing  Cognitive walkthroughs By assessing, measuring and evaluating  Focus groups the user experience companies and  Usability testing organisations can align their products Deliverables and services with their users’ needs.  Usability analysis  Prototype iterations  Implementation support
  • 19. Our Clients Context People Ideas Touchpoints Experience Foresight Understand Design Prototypes Test City of Genk Condé Nast Alcatel Lucent Alcatel Lucent Expedia CSI-Piemonte Conifer Research Applied Dreams Condé Nast Fujitsu Siemens European Commission CVS Pharmacy CVS Pharmacy Ferrero Nokia Nokia Expedia Deutsche Telekom Finmeccanica RIM Samsung Fidelity Ferrero Intesa San Paolo Red Hat SITRA, Finland Haier Kodak Mattel Samsung Swisscom Microsoft Max Mara SITRA, Finland Vodafone Trenitalia Motorola Nokia Swisscom Whirlpool Vodafone Samsung Samsung Yahoo! SITRA, Finland SITRA, Finland Thomson CompuMark Swisscom Vodafone Tre Spade Vodafone
  • 20. Experientia s.r.l. Via Cesare Battisti 15 10123 Torino Italy T+39 011 812 9687 info@experientia.com www.experientia.com