Get safety and useful information for adventurous travellers.

App Design

Journeinfo

The aim of the project was to design a solution aimed at providing safety and useful information for the traveller, but especially for the adventurous traveller. Aimed at supporting users during their trips, it has sections with useful information on destinations and integrates a series of tools commonly used in the context of travel.

Type of project

Integral UX project

Role
Scope

Academic

Year

2020

Summary

Discover

UX researcher

Research

UX researcher

Ideation

UX designer

Prototyping

UI designer
Iteraciones

Testing

User tester

Objectives

Get useful travel information

Avoid risks in unsafe destinations

Encouraging precaution

A geolocation system

Operation in offline mode

Acciones

Research, definition, ideation

Conceptualising and defining content

Designing the navigation

Designing the interaction

Evaluation of usability

1

Research

To begin with, data was collected on the increase in the number of travellers in recent decades, their motivations for travelling, their destinations and which of these pose a security risk.

Over the last three decades there has been an upward trend in passenger traffic at Barcelona Airport.

From the initial research and using data from AENA, it was observed that there is an upward trend in passenger traffic at Barcelona airport. All this despite certain risk factors, such as global political instability, terrorism, natural disasters and other risk situations.

According to the Travel Risk Map, some of the least safe countries to travel to coincide with some of the most popular destinations among backpackers, according to a report by Hostelworld.

A mobile App with the aim of obtaining useful information for the traveller was considered to have the potential to meet the user needs of the project due to its extent of use and affordability.

2

Benchmarking

The analysis of other similar products based on certain criteria helped to establish a minimum baseline and to identify gaps, which facilitated the identification of improvements and added value.

A search was made of the main applications on the market focused on providing information to the traveller.

A sample of six travel and tourism-related mobile apps, each with a specific function, was selected to ensure that the data were drawn from as broad a view as possible.

Travel assistance
  • Complies Complies
  • Partially Partially
  • Non-compliant Non-compliant
AccuWeather
Aroundme
Maps.me

Social content

Cumple
No cumple
Cumple

Usability

Cumple
Cumple
Cumple

Visual design

Cumple
Cumple parcialmente
Cumple

Functionalities

Cumple
Cumple
Cumple

Search

Cumple
Cumple
Cumple

Maps

Cumple
Cumple
Cumple

Offline mode

Cumple
No cumple
Cumple

Main menu

Cumple parcialmente
Cumple parcialmente
Cumple
Sharing experiences
  • Complies Complies
  • Partially Partially
  • Non-compliant Non-compliant
Minube
TripAdvisor
TripIt

Social content

Cumple
Cumple
Cumple

Usability

Cumple
Cumple
Cumple

Visual design

Cumple
Cumple
Cumple parcialmente

Functionalities

Cumple
Cumple
Cumple

Search

Cumple
Cumple
No cumple

Maps

Cumple
Cumple
Cumple

Offline mode

No cumple
No cumple
Cumple parcialmente

Main menu

Cumple
Cumple
Cumple
Travel assistance Sharing experiences
  • Complies Complies
  • Partially Partially
  • Non-compliant Non-compliant
Accuweather
App AccuWeather
Aroundme
App AroundMe

Maps.me

App Maps.me

Minube

App Minube

TripAdvisor

App Tripadvisor

TripIt

App TripIt

Social content
Cumple
No cumple
Cumple
Cumple
Cumple
Cumple
Usability
Cumple
Cumple
Cumple
Cumple
Cumple
Cumple
Visual design
Cumple
Cumple parcialmente
Cumple
Cumple
Cumple
Cumple parcialmente
Functionalities
Cumple
Cumple
Cumple
Cumple
Cumple
Cumple
Search
Cumple
Cumple
Cumple
Cumple
Cumple
No cumple
Maps
Cumple
Cumple
Cumple
Cumple
Cumple
Cumple
Offline mode
Cumple
No cumple
Cumple
No cumple
No cumple
Cumple parcialmente
Main menu
Cumple parcialmente
Cumple parcialmente
Cumple
Cumple
Cumple
Cumple

3

Users

The next step was to define the user groups taking into account the demographic factors obtained in the discovery phase, such as age range and their sociological particularities.

The profiles were arranged in a 2×2 canvas, with the high learning profiles at the top and the profiles easily accessible for interviewing on the right.

High learning

Low learning

Low affordability

Globetrotting backpackers

High affordability

Backpackers
amateurs

Middle class who travelling for pleasure

Middle class who travelling for work

University
students

Primary group
Middle-class people aged 20 to 40 who live at a fixed address and travel for fun or for work.

Secondary group
People between 30 and 50 years of age with no fixed abode and who travel a lot due to a nomadic and wandering life philosophy.

Proto-persona

Once the user groups were defined, a first approach to the user was made by creating a proto-persona sheet from the primary user group.

Proto-persona and user persona sheets are helpful as a reminder that you are designing for users and not for yourself.

Unlike the user persona file, in which there is a precise and rigorous description of an archetypal user, the proto-persona file is based on the designer’s assumptions and mental models. These assumptions will be validated or discarded as the user research progresses.

Judith

 

 

 

 

 

 

BEHAVIOURS

  • She is a vegetarian
  • Loves to travel
  • Addicted to social media
  • Goes to handmade markets
  • Likes pop music
  • Her favourite destination is Asia
  • Photography enthusiast
  • Plays board games


DEMOGRAPHICS

  • Woman
  • 29 years old
  • Has a partner
  • She’s nurse
  • Lives with her partner in a city neighbourhood
  • Salary of €1200 per month

NEEDS AND GOALS

  • Making the most of life
  • Soak up diverse cultures
  • Travel safely
  • Obtain useful travel information
  • Document her experiences
  • Share her experiences
  • Get advice


Proto-persona and user persona sheets are helpful as a reminder that you are designing for users and not for yourself.

Proto-persona

Once the user groups were defined, a first approach to the user was made by creating a proto-persona file from the primary user group.

Proto-persona and user persona sheets are helpful as a reminder that you are designing for users and not for yourself.

Unlike the user persona file, in which there is a precise and rigorous description of an archetypal user, the proto-persona file is based on the designer’s assumptions and mental models. These assumptions will be validated or discarded as the user research progresses.

Judith

 

 

 

 

 

 

BEHAVIOURS

  • She is a vegetarian
  • Loves to travel
  • Addicted to social media
  • Goes to handmade markets
  • Likes pop music
  • Her favourite destination is Asia
  • Photography enthusiast
  • Plays board games

DEMOGRAPHICS

  • Woman
  • 29 years old
  • Has a partner
  • She’s nurse
  • Lives with her partner in a city neighbourhood
  • Salary of €1200 per mon

NEEDS AND GOALS

  • Making the most of life
  • Soak up diverse cultures
  • Travel safely
  • Obtain useful travel information
  • Document her experiences
  • Share her experiences
  • Get advice

4

Interviews

I conducted ethnographic interviews with the two profile groups defined in the research. Middle-class people between 20 and 40 years old with a fixed residence and fond of adventure travel, and people between 30 and 50 years old with no fixed residence and for whom nomadic life was their philosophy of life.

Due to the confinement of the Covid-19 pandemic, it became necessary to employ telematic or “guerrilla” interviews when researching with users.

The interview script

The aim was to find out about questions related to users’ behaviour during their journeys, their habits, the way they relate to each other, their way of being and their use of technology.

General questions about the user
Behaviours and needs
Relationship with technologies
General questions about the user
Behaviours and needs
Relationship with technologies

Due to the confinement of the Covid-19 pandemic, it became necessary to employ telematic or “guerrilla” interviews when researching with users.

5

Insights

After analysing the raw data obtained from the interviews, the main insights of the project were identified and those that were actionable and had a direct impact on the user’s need for information were selected.

User Journey

The User Journey allowed us to map the current user experience at that point in time, i.e. prior to the product. In this hypothetical scenario, our user has just arrived at the airport in Hanoi and has to go to the accommodation to check in. A stage after the user’s goal is also included.

The User Journey allowed us to map the current user experience at that time, i.e. prior to the product, and thus to obtain insights

The User Journey allowed us to map the current user experience at that time, i.e. prior to the product, and thus to obtain insights

Insights

Insights sobre seguridad
  • Se preocupan por su integridad física y por la peligrosidad del destino
  • Viajan con seguro
  • Les gustaría conocer las zonas peligrosas y qué vacunas ponerse
  • Han sufrido percances con la fauna salvaje
  • Hay mujeres que viajan solas
Insights sobre información práctica
  • Se informan sobre divisas y sobre los precios
  • Se informan sobre el transporte
  • Se informan sobre el clima
Insights sobre cultura
  • Les gusta conocer otras culturas
  • Se informan sobre la historia y política
  • Les gusta la gastronomía

Insights sobre funcionalidades
  • Usan App basadas en mapas
  • Se conectan por WiFi
  • Quieren modo sin conexión
  • Hacen fotos y les gusta recordar sus viajes
  • Les gustaría una App que unificara herramientas
Insights sobre relaciones sociales
  • Les gusta compartir fotos en las redes sociales
  • La red social que más utilizan es Instagram
  • Están suscritos a comunidades y grupos sobre viajes
  • Obtienen información de otros viajeros
  • Les gusta conectar con paisanos en sus viajes

Ficha User Persona

La ficha ‘user persona’ está basada en información respaldada por el proceso de investigación, que incluye la obtención de los datos cualitativos y cuantitativos

Propuesta de valor

Un modo fácil y eficaz de obtener información útil durante sus viajes a países de riesgo

6

Etiquetado

Una vez conceptualizada la interacción y tras definir los requisitos del proyecto se elaboró un inventario de contenidos del producto como fase previa al etiquetado.

Inventario de contenidos

A partir de los requisitos de producto se realizó un inventario de contenidos con el objetivo de sentar las bases del etiquetado de contenido a validar con los Card Sortings.

Card Sorting

Los Card Sorting se realizaron de manera híbrida, configurados en tres grupos lógicos asumidos por el diseñador en la fase de creación del inventario:

  • Seguridad
  • Riesgos
  • Consejos prácticos

De este modo se evaluó hasta que punto el usuario daba por buenos los grupos ya creados, abriendo la posibilidad a que el usuario configurase nuevos grupos lógicos.

Una vez conceptualizada la interacción y tras definir los requisitos del proyecto se elaboró un inventario de contenidos del producto como fase previa al etiquetado.

Inventario de contenidos

A partir de los requisitos de producto se realizó un inventario de contenidos con el objetivo de sentar las bases del etiquetado de contenido a validar con los Card Sortings.

El uso de la herramienta online Optimalsort facilitó la obtención de resultados de los Card Sorting en forma de matrices de similitud y dendogramas

Card Sorting

Los Card Sorting se realizaron de manera híbrida, configurados en tres grupos lógicos asumidos por el diseñador en la fase de creación del inventario:

  • Seguridad
  • Riesgos
  • Consejos prácticos

De este modo se evaluó hasta que punto el usuario daba por buenos los grupos ya creados, abriendo la posibilidad a que el usuario configurase nuevos grupos lógicos.

Agrupaciones validadas por los usuarios

Seguridad
Riesgos
Consejos prácticos
Seguridad
Riesgos
Consejos prácticos

8

Prototipos I

Una vez definida la navegación llega el momento de prototipar, empezando por bocetos rápidos a mano para terminar con prototipos de baja y alta fidelidad.

Del sketching al mockup

Partiendo del sketching se definió en más detalle los aspectos de diseño y se organizaron las pantallas configurando los flujos de navegación mediante wireframes de baja fidelidad. El último paso fue el de definir más detalles en los mockups, añadiendo colores, iconos y literaturas simuladas del producto final.

Se partió de bocetos rápidos a mano, los cuales permiten iterar e ir modificando el diseño sin que ello suponga demasiados costes o tiempo

Sketchings

Wireframes

Mockups

9

Prototipos II

Prototipo interactivo

Una vez elaborado el prototipo preliminar, se aplicaron propuestas de mejora obtenidas mediante tests de usabilidad con usuarios, con el objetivo de mejorar el prototipo y subsanar los errores de diseño. A la derecha se muestra el prototipo interactivo final.

El prototipo recoge las tareas y funciones básicas planteadas a lo largo de la fase de generación

Conclusiones

Resultados

Una vez realizado el proyecto, se asimilaron una serie de metodologías englobadas dentro de la disciplina de Diseño Centrado en el Usuario. Es fundamental entender que los procesos de diseño deben tener el propósito de aportar soluciones a las personas, tanto en el ámbito de la comunicación visual como en el de la interacción.

Algunas líneas de trabajo pendientes serían las siguientes:

  • Contrastar los hallazgos de los tests mediante cuestionarios cuantitativos
  • Validar los cambios implementados mediante nuevos tests
  • Iterar el prototipo con las propuestas de mejora obtenidas en los tests de validación