Part 1
PERSONA & RESEARCH BOOK
1. Overview
The primary goal was to develop an understanding of potential users within a specific real-world context (a 'third place') to inform human-centered and goal-directed design.
The chosen field site for this research was SC VivoCity, a shopping mall in Ho Chi Minh City. The project involved studying potential users and the fieldsite through observation and interviews to ultimately create design personas representing key user groups.
The research phase focused on gathering qualitative data about user behaviors, motivations, and experiences within SC VivoCity.
Field Site Selection: SC VivoCity was chosen after considering several 'third places'. It offered a contained environment with diverse users and activities, suitable for observation and interviews, despite potential challenges like weather independence compared to outdoor locations.
Fieldwork & Observation: Initial research involved participant observation within SC VivoCity. Field notes documented the physical layout, store arrangements, navigation aids (maps, signage), seating availability, parking conditions, and general atmosphere across different levels. Diagrams and photos were used to capture spatial arrangements and specific features.
Interviews:
Question Development: An initial set of questions was drafted, considering both customers and staff. These were tested and refined based on feedback, focusing solely on customers to manage scope. The final question set aimed to explore user motivations, tasks, frustrations, and overall experience. Questions were translated into Vietnamese for local interviews.
Data Collection: Face-to-face interviews were conducted with visitors at SC VivoCity. Audio recordings and detailed transcripts captured interviewee responses regarding their reasons for visiting, frequency, activities, navigation experiences, frustrations, and suggestions.
2. Research & Inspiration
3. Sketch & Ideation
This phase involved analyzing the collected research data to synthesize insights and develop foundational elements for the personas.
Data Analysis: Interview transcripts and field notes were reviewed to identify recurring themes, behaviors, motivations, and pain points related to the user experience at SC VivoCity.
Behavioral Variable Sets: Key behavioral variables were defined based on the interview data. These included demographics, personal traits, motivations, goals, tasks, frustrations, expectations, frequency of visits, shopping duration, transportation methods, satisfaction levels, navigation ease, and specific interactions (e.g., using elevators vs. escalators, parking preferences).
Mapping & Sorting: Interviewees were mapped against these behavioral variables using sorting grids and mapping diagrams. This visualization helped identify patterns and group users with similar characteristics and experiences.
Persona Development Process: An iterative process was used to create the personas. Starting with identifying pairs of interviewees with the most similar patterns on the behavioral maps, groups were gradually built. This required careful review of individual responses and the variable sets, involving significant filtering and sorting to consolidate distinct user types. Initial drafts were created and refined based on further analysis and feedback.
The culmination of the research and analysis was the creation of three distinct user personas.
Personas: Three detailed personas were finalized, each representing a significant user group identified through the research. These personas encapsulate synthesized information about demographics, goals, motivations, behaviors, needs, and frustrations related to their experiences at SC VivoCity. They serve as tangible representations of the target users.
4. Final Design
5. Real-world Application
The developed personas serve as critical tools for applying a human-centered design approach, specifically within the context of interactive design for 'third places' like SC VivoCity.
Empathy & Understanding: Personas help designers step into the user's shoes, fostering empathy by representing real user needs, motivations, goals, and frustrations discovered during the research.
Informing Design Decisions: These personas can directly inform design improvements for SC VivoCity or similar environments. For example, understanding frustrations related to navigation, seating availability, parking, or store variety can guide targeted solutions.
Goal-Directed Design: By focusing on the goals and tasks of specific persona types (e.g., efficient shopping, family outing, meeting friends, attending classes ), design interventions can be better tailored to support user objectives effectively.
Learning new knowledge from this assignment enables me to gain experience in group collaboration while absorbing teachings from my group members. Our 3-member group successfully worked together throughout that assignment because members showed excellent cooperation. I experience full happiness and knowledge acquisition from our team discussions which unite members around shared problems.
6. Reflection
Part 2
SC VIVO CITY EXPERIENCE ENHANCEMENT
1. Overview
This project addresses the "Experience Maps and Visual Scenarios" assignment, focusing on understanding the context and personal processes of interaction within a real-world environment. The core objective, as outlined in the assignment, is to gain a deep understanding of the "when," "why," and "how" of user experiences and to iterate on design ideas using methods like scenarios and experience maps.
The chosen context is SC VivoCity, a shopping mall in District 7. The project identifies key user frustrations experienced by different visitor personas within the mall, such as difficulties with parking, navigation challenges, and issues with store variety and seating availability. The goal is to propose interactive design solutions that improve the overall visitor experience by addressing these specific pain points.
The initial phase involved analyzing the real-world interactive design context of SC VivoCity. This included:
Field Observations & Insights: Understanding the environment and user behaviors within the mall. This involved gathering initial data and identifying common issues faced by visitors.
User Analysis: Developing detailed user personas (Tam, Bao, Lam) based on observations and assumed demographics/behaviors. This included mapping their potential goals, motivations, activities, expectations, and frustrations related to visiting SC VivoCity.
Empathy Mapping: Deepening the understanding of each persona's experience by considering what they might say, think, do, and feel during their visit. This helped to identify specific pain points like complex parking arrangements, unclear navigation panels, and dissatisfaction with store organization and seating.
2. Research & Inspiration
3. Sketch & Ideation
Based on the research insights and identified user problems, several concepts were explored:
Written Scenarios: Detailed narratives were created for each persona, outlining specific situations where they encountered difficulties within SC VivoCity.
Tam's scenario highlighted the frustration of finding her bike in the complex and crowded parking lot after shopping.
Bao's scenario focused on the difficulty of locating the elevator due to unclear signage, especially when trying to navigate between floors quickly.
Lam's scenario described the disappointment with the lack of new stores and the difficulty finding available seating while waiting for friends.
Initial Concepts: Ideas were generated to directly address the frustrations identified in the scenarios and personas. This involved brainstorming potential solutions like improved parking guidance, better wayfinding systems, and mechanisms for user feedback on store variety.
Customer Journey Mapping: Visualizing the step-by-step experience of each persona, highlighting their actions, thoughts, and emotional states (pain points and positive moments) during their visit, both in the current state and with potential solutions.
The ideation process led to the development of specific interactive solutions tailored to the identified problems and personas:
Solution 1: QR Code Parking Navigation (for Persona 1 - Tam):
Concept: QR codes placed below parking bay numbers.
Functionality: Upon scanning, users access a map of the parking lot showing their current location, making it easier to find their vehicle later.
Impact: Addresses Tam's difficulty and worry when navigating the crowded and complex parking lot.
Solution 2: Touchscreen Information Board with Smart Map (for Persona 2 - Bao & Persona 3 - Lam):
Concept: Interactive touchscreen boards placed beside escalators on each level.
Functionality: Provides a smart map of the mall, allowing users to easily search for and locate facilities like elevators, restrooms, specific stores, or available seating. The map can also be accessed on smartphones via a QR code.
Impact: Addresses Bao's difficulty finding the elevator due to poor signage and helps Lam find seating and explore restaurants efficiently.
Solution 3: Integrated Feedback Survey (Added feature for Persona 3 - Lam):
Concept: An additional feature integrated into the touchscreen information board.
Functionality: Allows users to provide feedback through surveys, specifically suggesting new stores or services they would like to see in SC VivoCity.
Impact: Addresses Lam's dissatisfaction with the current store variety and provides a channel for user input, making her feel heard.
Visual Scenarios/Experience Maps: Updated maps illustrating how these solutions would alter the user journeys, mitigating frustrations and improving the overall experience compared to the current state.
4. Final Design
Part 3
STORYBOARDING INTERACTION MOMENTS
1. Overview
This project aligns with the "Storyboarding as Prototyping" assignment, which emphasizes understanding the finer details of interaction moments—what they look like and feel like—through the prototyping method of storyboarding. The goal is to explore how users would interact with specific proposed solutions designed to enhance the visitor experience at SC VivoCity.
Building upon previously identified user problems (parking difficulty, navigation challenges, feedback mechanisms), this project focuses on developing and refining three distinct storyboarded moments of interaction that prototype the use of:
A QR code-based parking guidance system.
A touchscreen smart map for navigation.
An integrated survey feature on the information board.
The foundation for these prototypes stems from prior research (Part 2) into the user experience at SC VivoCity, which identified key challenges faced by different visitor personas. The inspiration for the interaction design draws upon principles of interactive design, such as affordance (how users perceive they can interact with an element) and the use of signifiers (like icons and buttons) to guide user actions.
2. Research & Inspiration
3. Sketch & Ideation
The process began with exploring different interaction flows through rough sketches, as required by the assignment tasks.
Initial concepts focused on visualizing the key steps users would take when engaging with each proposed solution. Sketches explored different screen layouts and user actions, such as scanning a QR code, interacting with a touchscreen interface, typing on a virtual keyboard, navigating map views, and filling out a survey form.
These initial explorations helped refine the sequence and visual representation of actions for the final storyboards.
4. Final Design
Three distinct moments of interaction were developed and refined into detailed storyboards, specifying the production outcome as required by the learning objectives:
Storyboard 1: QR Code Parking Assistance
Scenario: A user (like Persona 1 - Tam) interacts with the proposed parking solution.
Interaction Flow:
User scans a QR code located below their parking bay number using their smartphone after parking.
A link opens displaying the VivoCity parking map, highlighting the user's parking range.
Navigation/directions from the mall entrance back to their parking spot are shown.
The user has the option to save this map/direction as an image to their phone for later use when leaving.
After shopping, the user accesses the saved image and follows the directions to find their vehicle.
Storyboard 2: Touchscreen Smart Map Navigation
Scenario: A user (like Persona 2 - Bao) uses the information board to find a location.
Interaction Flow:
User approaches the touchscreen information board located near an escalator.
User selects the "Vivo Smart Map" option on the welcome screen.
A search bar appears; the user types their destination (e.g., "Elevator") using the virtual keyboard.
User clicks "Search" or "View Map", and the map appears showing the location and navigation path.
A QR code is displayed on the screen; the user scans it with their smartphone to transfer the map and navigation to their device for portable use.
Storyboard 3: Integrated Survey Feature
Scenario: A user (like Persona 3 - Lam) provides feedback using the survey function.
Interaction Flow:
User approaches the touchscreen information board.
User selects the "Vivo Surveys" option on the welcome screen.
A survey introduction screen appears, followed by the questions.
User taps answer boxes to input text using the virtual keyboard.
After answering the questions, the user clicks a "Submit" button.
An option (via QR code) is available to take the survey on their smartphone.