Why this topic?
I was interested in the transportation design, then I started to think about the origin of transportation: the way from A to B. No matter which method you take, one of those things you must do is the navigation. So I started the research from a broader topic, the navigation, and ended up a design opportunity, bringing in surprises into traveling.
+ Research method
+ Human Computing Interaction
+ Self-oriented project
+ Researcher
+ Designer
+ Explorer
+ Research Method: Semi-structured interview, prototyping, usability test (convenience sampling)
+ Data Analysis: Coding
+ Design tools: Figma
To understand the navigation thoroughly, I compared the navigation habits of 3 generations (how they find their ways from point A to B) in a Chinese family (N=3).
I found that all 3 generations have a tendency to navigate by proxy in unfamiliar locations, especially in traveling scenarios. But the youngest generation, GenZ, compared with the other two elderly generations, are not only taking advantage of the efficiency of information technology, but also using their own sense of exploring the reality. People can get less fun if caring only about "how to get there", however, the GenZ shows a potential to enjoy the fun of 'On The Road' in traveling.
I decided to dig in this phenomenon I found from this first round of interview:
I went through a Popular Media Scan (101 Design Methods, P24) to have a look at what is happening and emerging in a broader topic: Chinese GenZ & traveling. By going through top Google Search results, TikTok, Weibo, RED, Mafengwo, WeChat Article... I also went through some publicly available data and combined the information together with card sorting.
General understanding of Chinese GenZ's traveling: (can be supplement to the following interview data)
Market opportunity: "what is MY best choice?"
Travel decisions are usually made based on prevalent information from social networks. However, it seems a paradox that Chinese GenZ in tier 3 and 4 cities also would like to express their unique personalities through consumption decisions. I understand it as a tension that they would like to choose the best solution to their own egos.
Target User Group
While people in tier 1 cities are still the main consumers, people in 3 and 4 tier cities are getting more and more enthusiastic on traveling. The higher proportion of disposable income in tier 3 and 4 cities compared with tier 1 cities is supporting GenZ in tier 3 and 4 cities to "see the world".
Way to Travel
Chinese GenZ prefer self-guided travel more than ever, plus, GenZ is moving towards newer lifestyles driven by new media.
Consumer Behavior
Chinese GenZ have been baptized by consumerism and value personalized self-expression through consumption. However, Chinese GenZ make rational consumer decisions because they are used to gathering and comparing information from the Internet. Chinese GenZ who love social networks have greater willingness and ability to consume.
Socializing
The self-guided travel of Chinese GenZ has become more of a copy & paste activity, with people accepting the recommendation from online celebrities and taking that into consumer actions. Chinese GenZ also love sharing their won lives on the social network to express themselves.
I also established the key variable table of Chinese GenZ by qualitatively analyzing the popular media scan data. And for each key variable, there are several typical descriptions that dividing each variable into detailed classes. This table working as a criteria will help me establish the persona:
To further understand the users, I collected qualitative data and analyzed with coding. 12 User interviews were conducted, and participants were selected based on the following criteria: 1) Chinese GenZ, 2) live in tier 3 and 4 cities, 3) have been through at least 1 self-guided travel.
After coding the user data, I enriched the key variable table, and statistically evaluated each class in variables by counting the number of time they appeared in the user data.
To figure out the user pattern (persona), I selected reasonable classes of each variable. However, the persona is not settled yet, I still need the information of pain points (problems) to elaborate usable personas. Classes of high scores were covered as much as possible, while considering the realistic of users, lower-scored classes were also covered occasionally case by case.
To understand the pain points our users are facing, I used thematic coding to understand the interview data: tagging -> categorizing tags -> finding out patterns of tags.
Pain points:
Then general pain points are adapted to different user patterns to generate final personas:
Recalling back the research results:
It's not hard to understand the market opportunity and pain point one and three, and draft a design direction base on the data. But I found it difficult to understand how surprises come and how might we help to improve the possibilities. So I conducted an expert interview to find some inspirations from how expert user do, emphasizing the pain point 2, but also learning about other points. I conducted an expert interview (N=1). The participant is a travel enthusiast who have been to 16 countries.
The key takeaways are:
"Surprise" means:
1) The real scenery is better than photos seen on social media before.
2) User encounters something that has seen online before.
3) A more experienced friend guides the user to travel, the user don't have to know too much ahead about the trip, neither having to take too much factors into consideration. But still, flexibility is important.
Improvising decision rules:
1) No detours.
2) Pass by the sight or event before checking out information online.
3) Judge the information by how real it is (e.g. a real user's post).
4) Would like to change plans flexibly.
5) Usually, improvised decisions are taking a walk and shopping.
Social network usage:
Sharing posts of the sight is for:
1) engaging old friends who are not traveling together, and
2) keeping a memory in a way that easy to manage. It's important to keep them clean and beautiful.
3) Would like to record surprises found in a trip.
Altitude on AI recommendation:
1) Useful for aimless browsing (killing time).
2) Not useful when having a vague target, or having finished purchasing, since AI alway recommends same items instead of a wider browsing, like items that are not directly related but in a same category.
To cover the market opportunity and three pain points, the design solution can be: providing choices that match your situation. The choices can be user-generated by other travelers who found surprising local items before. How this design direction solves the problem:
· Persona
The personas above are only approximations that are close to real users as possible because of small sample size, but they are still my best guesses due to resource and time constraints.
If I have colleagues working on marketing research and data science, I'd like to communicate with them and work together to build a set of personas that's more accurate. In this way, the persona will reflect more authentic information generated by users, and will help our design hit the business target that exactly from the real world. The steps would be:
· Next Step
The wireframe should also go into a user's validation, although it is still in the ideation phase. I'd better make sure the direction is not a wrong one.