Quantum Travel
Designing the world’s first responsive e-commerce booking platform for time travel to history’s past
My end-to-end UX process from discovery research through usability testing
Project Background
As a part of DesignLab’s UX Academy coursework, I created the brand identity and responsive e-commerce booking platform for the fictitious company, Quantum.
Quantum, a subsidiary of Richard Branson’s Virgin empire, needed to design their new brand and set up a responsive e-commerce website in order to sell travel packages to different time destinations in the past.
Quantum wanted to make selling tickets as easy as possible since their initial travel offerings are limited.
My purpose was to design a seamless browsing to booking user experience while easing any hesitations around the novel experience of time travel.
Project Overview
What I Learned
Quantum was a rewarding first foray into building a minimum viable product. More than anything I realized my natural inclination towards and fascination with human behavior.
Although designing for users and markets that don’t exist was a welcome challenge - I look forward to creating products and solutions for real world users backed by user research.
Simplicity is key
Every word, color, space and image commands attention and therefore should have a purpose. Anything extra distracts the user from completing their tasks.
Straight to the point
After completing usability testing I realized that extraneous steps were included in the checkout task flow. I pared it down to the absolute necessities in order to get the user through the checkout process as efficiently as possible.
Collaboration makes the world turn
Teaming up with my mentor and my DesignLab peers offered me a wealth of knowledge, support and direction that in turn added to the success, depth and intelligence of my designs.
Design Process
My design process spanned from discovery research through usability testing.
I used the Design Thinking framework to guide and support my development of Quantum’s MVP.
Phase 1: Empathize via Research
Research Planning
Research Goals
Understand potential user’s travel preferences and motivations
Understand what potential user’s view as a positive planning experience
Challenges
Designing for a user and market that does not exist (yet!)
Assumptions
Users of traditional travel planning products would also use a product geared towards time traveling
Methodologies
Competitive analysis
Discovery interviews
Competitive Analysis
I chose this method because it allowed me to monitor current travel trends, design patterns and favored booking practices.
Competitive Analysis Insights
82% of all travel bookings in 2018 were made online without human interaction
80% of travelers book travel via desktop
72% of mobile bookings happen within 48 hours of booking via last-minute Google searches that include the words ‘tonight’ and ‘today’
70% of all customers do their research on a smartphone
Chatbots increase revenue
Customers are typically traveling for luxury, novel experiences or a financial deal
Discovery Interviews
Interviews allowed us to learn directly from travelers how they plan travel and what role traveling plays in their lives.
I created a detailed and unbiased script that I used to interview 5 research participants. This discovery research took place remotely.
Participant Demographics
5 participants
Aged 30-36
Income of $100-$150k
Bachelor’s degree education level
No children
Smartphone and computer users
Discovery Interview Insights
100% of participants travel to see friends
100% of participants travel for nature
100% of participants travel for novel experiences
80% of participants prefer Airbnb to book housing accommodations
80% are not motivated by saving money
60% use a desktop to book travel
60% of Participants Shared these Frustrations:
Managing logistical details
Experiences that are not as advertised
Outdated all-in-one booking sites (ex: Expedia, Kayak)
60% of Participants Shared these Desires:
Straightforward booking processes
Novel experiences
Someone else takes care of the logistics and itinerary
Phase 2: Define via Research Synthesis
Defining Quantum’s User
User Persona
I presented this empathy map to my mentor and peers, articulating what I know about Quantum’s typical user.
Defining Quantum’s Goals
Research Synthesis Insights
100% of participants want novel experiences when traveling
80% of participants want straightforward booking processes
60% of participants want someone else to take care of the travel logistics and itinerary
My participants can be a target customer for time traveling if I create a booking experience that they find easy, transparent and helpful
Phase 3: Ideate via Research and Design
Card Sort
Participants
There were five total participants
One participant did not complete the card sort, so their data was not used
Sorting took an average of five minutes per participant
Participants ranged in age from 19-59.
Approach
Virtual participation took place via Miro
Users sorted 29 cards using the open sort method
Cards
Card Sort Insights
100% of participants identified painting and Kintsugi as activities
100% of participants created a category that identified cards as experiences
75% of participants created a category that identified cards as historic events
75% of participants groups cards by time period
50% of participants split cards into 4 categories
The other 50% of participants split cards into 6 categories
50% of participants grouped the prehistoric events together
Only one participant identified time travel as a category
Information Architecture Assets
Site Map
Task Flow
User Flow
Lo-Fi Wireframe Sketches
Responsive Mid-Fi Wireframes
Desktop, ipad, iphone shown below from left to right.
Branding and UI Design
Moodboard
Style Tile
UI Kit
Phase 4: Prototype via Design Ideations
Hi-fi Desktop Prototype
This part of the design process was really exciting for me because all of my previous research and analysis started to take shape digitally.
The hifi desktop prototype, created for usability testing, allowed the user to search travel destinations and book a trip.
Phase 5: Usability Testing via Prototype
Usability Testing
Goals
Observe participant’s interactions
Understand any pain points
Understand the means and preferences for search
Get feedback on the layout of information
Understand what information the user values
Determine areas of improvement
Participants
Erica: 33, Social Worker, Travel Enthusiast
Josh: 31, Product Manager, Nature Lover
Claire: 35, VP of Digital PR, Yogi
Jake: 31, Digital Marketing, Music Lover
All participants were recruited via my personal network
Two participants were a part of the discovery research phase
All participants love traveling and value novel experiences
All participants have booked travel online
Methodology - In person, recorded using my computer.
User Task - Book a trip the the Taj Mahal using the Quantum prototype.
Affinity Map
Usability Testing Insights
100% of Participants Agreed:
Participants were unaware that the homepage continued past the initial hero image and CTA
Each participant only searched for a destination via the search bar
The information shown on the summary card on the destination page should be editable
Provide explanation around all instances of pricing
Simplify the trip summary information on the Confirm and Pay pages
Move accommodations above activities on the Destination page
75% of Participants Agreed:
Include links to suggested next steps on Confirmation page
Feedback from Half of Testers - 50%
Need clearer labels for assorted content (homepage sections, smart search bar titles).
“Why do you need to pick accommodations and activities before booking?”
Prototype revisions
Priority revisions (implemented):
Resizing hero image so it’s clear there is more to the homepage than just itself
Added labels to sections on the homepage, the search bar and pricing breakdown that are more direct and descriptive
Adding placeholder text in data entry fields without a label
Placing accomodations before activities on Destination page
Not requiring a user to choose accommodations or activities before booking their trip
Including links to next steps on confirmation page
Secondary revisions
Add a payment plan payment option at checkout
Add travel insurance option at checkout
Include navigation menu at the top of the homepage
Low priority revisions
Redesign graphics and UI to evoke the novelty and cutting edge technology of time travel.
Updated Prototype
The updated prototype reflects the priority revisions. The prototype is currently enabled for the task: book a trip to the Taj Mahal.
General Takeaways
Every design element used should help me reach my goal of giving the user the best experience possible. If it doesn’t help me do that, it’s not necessary.
When I worked with the user at the front of mind, design decisions were easily made because they were supported by my user research.
User experience research and design is a collaborative process. This process is stronger and more reliable when we work with other design professionals and users.