AfterParty

lights-party-dancing-music

Designed a machine, interaction methods and UI with my team to meet post-party needs of people in Las Vegas.

Overview

Our group was tasked with designing the use and user experience for a repurposed cigarette vending machine. We decided to focus on solving issues related with cities that come under “party culture”.

Here’s a quick slide deck storyboarding the concept, value and use case.

Team Members: Abhigyan Kaustubh, Brian Espinosa, Divyanshu Mohan

Timeline: Sept 2013- Dec 2013 (10 weeks)

Roles: UX Researcher, UX Designer

Key Activities: Secondary Research, Primary Research, Ideation, Localization, Sketching, Wireframing

Process

Process Flow - AfterParty (1)

 

Ground Work + Research + Analysis + Planning

We believe that “Party Culture” is universal and can be found throughout the world.
Party Culture can be broadly defined as a culture where people have disposable income for leisure, and are young, dance-centric, loose, inebriated, and enjoy the nightlife. A need we have discovered in these Party Cultures is what happens when the party is over. Women wearing high-heels need relief that doesn’t leave them barefoot on nasty and dirty streets. We propose to repurpose cigarette vending machines to dispense needed after-party relief. Items would include: comfortable slippers for women, along with other things like water, Ibuprofen, condoms, etc. which most party goers need.

Party goers aren’t the only focus of this venture. We will be utilizing the ‘Philanthropic Capitalism’ business model, inspired by TOMS, to extend the reach of
these relief vending machines to assist those in need. These relief machines will provide footwear, blankets, and etc. to communities in need. Essentially, the Party Culture will be providing the funds to support this philanthropic venture.

Since this was part of an International UX and Communication class, we decided to focus on Las Vegas.

 

Ideation + Prototyping + Design

Sketching, Evaluation, Brainstorming in Rapid Iterations

User Flow (Lo-Fidelity)
i. Payton comes out of the club and sees the vending machine.
image-5-e1486528826585  image-7-e1457011148779  image-8-e1457011176926
ii.  Screen 1:
ii.a. Video of a lady wearing heels with aching legs, goes to the vending machine, selects the shoes, buys them, gets them out of the machine, and then wears them with an expression of contentment/ relief.
ii.b. There’s a button (Proceed) on the screen which takes the payton to Screen 2.
iii. Screen 2: 
image-6-e1457011285102   image-e1457011118129
The goodies are displayed on the screen, with their respective costs.
The Next button takes the payton to Screen 3.
                            –  If the Comfies/ slippers are selected, then it goes to Screen 3a.
                            –  Else, the payton is taken directly to Screen 3.
Else, if payton doesn’t do anything for 30 seconds, the transaction times out and Screen 1 is displayed again.
iv. Screen 3a:
image-1-e1457011225707 (2)
     The payton selects the size of the comfies, which can be adjusted by +/- buttons.
      Upon pressing Next, the payton is taken to Screen 3.
      The Back button takes the payton back to Screen 2.
      Else, if payton doesn’t do anything for 30 seconds, the transaction times out and Screen 1 is displayed again.
 
v. Screen 3:
image-2-e1457011211673
      All the items selected are shown here with their costs, and with the total cost.
      The slippers are shown along with their size.
      The Back button takes the payton back to Screen 3a  if the slippers were selected. Else, it goes back to Screen 2.
      The Buy button takes the payton to Screen 4 for payment.
       Else, if payton doesn’t do anything for 30 seconds, the transaction times out and Screen 1 is displayed again.
vi. Screen 4
image-3
     Message to enter the credit/debit card in the slot is displayed, along with a picture of the same.
     The Back button takes the payton back to Screen 3a.
     When the payton inserts the card, if successful, the payment is processed and it goes to Screen 4a. The receipt and the goodies are dispersed at this point.
     Else, in case of an error, an error message to retry is shown (Screen 4b).
     Else, if payton doesn’t do anything for 30 seconds, the transaction times out and Screen 1 is displayed again.
 
vii. Screen 4a
image-4-e1457011253689
     The confirmation message is shown along with a message to collect stuff from the below (remains for 10 seconds, and then Screen 1 is shown. (The transaction ends with the confirmation message).
viii. Screen 4b
     The error message remains till successful payment or 45 seconds (whichever happens first), after which Screen 4 is shown again.

Wireframing

 

Screen Shot 2016-03-03 at 5.07.18 AM
Payton comes out of the club and sees the vending machine.
Screen Shot 2016-03-03 at 5.09.31 AM
Payton considers the items she wants to buy

Screen Shot 2016-03-03 at 5.26.21 AM  Screen Shot 2016-03-03 at 5.10.04 AM  Screen Shot 2016-03-03 at 5.10.28 AMPayton decides she wants to buy slippers. She selects it by tapping on the screen and giving her measurements. The successful end result of this Ix is denoted by a check mark on the item on the screen.

Screen Shot 2016-03-03 at 5.13.01 AM  Screen Shot 2016-03-03 at 5.29.29 AM
Payton selects other items she wants, and then taps the “Next” button.

Screen Shot 2016-03-03 at 5.13.58 AM  Screen Shot 2016-03-03 at 5.31.13 AM
Her interaction leads to a confirmation screen with her selected items and their costs. She then proceeds by tapping “Buy”.

Screen Shot 2016-03-03 at 5.14.17 AM  Screen Shot 2016-03-03 at 5.14.44 AM
She proceeds with payment using her credit card.

Screen Shot 2016-03-03 at 5.15.01 AM  Screen Shot 2016-03-03 at 5.15.18 AM
After the payment is confirmed, her items are dispensed one at a time, with corresponding status updates on the screen.

Screen Shot 2016-03-03 at 5.15.36 AM  Screen Shot 2016-03-03 at 5.15.52 AM
After the transaction is completed, a “Thank You” screen appears with options to quit the process, or to continue purchasing.

 

Post- Launch Research

Metrics of Success:

1. Amount of items sold

  • Per Week
  • Per Month
  • In a year

2. Customer Satisfaction

  • Survey Link in receipt
  • Company URL on product (company site will have survey)