Space Needle Mobile App — UI/UX Case Study

Space Needle Mobile App — UI/UX Case Study For us at Netrix it was a really great experience to work on the design for Space Needle Mobile App. For the first time in half a century, the Space Needle has been totally transformed to take the visit to the next level — and beyond. The Space Needle is one of the most recognizable landmarks in the world and is a treasured Seattle icon. Built for the 1962 World’s Fair — the Century 21 Exposition whose theme was “The Age of Space” — the tower futuristic design was inspired by the idea that the fair needed a structure to symbolize humanity’s Space Age aspirations. Challenge The first step to start working on this application was meeting with the Space Needle team in Seattle. We knew that they wanted to improve the existing app and make it more “Location oriented” and also make the UI more visually engaged. So we did some homework and created a small сlickable prototype in Principle to show the general idea and interactions and, of course, to make a good impression on our first meeting. Goal The purpose of the Space Needle App is to provide a complimentary digital experience to the newly remodeled space that will help visitors discover, interact, save, and share various experiences available during their Space Needle visit. Validating ideas — 3 paradigms to test During our work on improving user experience we figured out 3 main paradigms: Location oriented (the one that we started from), Content Oriented, and Experience oriented. First paradigm — Location oriented Provides a user with the information about the Space Needle and experiences related to its location on the Space Needle map. This idea was presented in our first prototype. It looked good, but the key thing was that when we visited the Space Needle we realised that there was no need for such navigation. It wasn’t big and you didn’t miss what you wanted, so people didn’t have problems with the navigation. This is why we focused on the other 2 ideas. Second paradigm — Content oriented In this case we make users more focused on the information about the Space Needle. We highlight what a user can see, where they may go, and provide them with some interesting facts and articles. In other words, our aim here is to make it look like a guide in your mobile app. But the more we talked to the users, the more we realised that people were not interested in reading anything (even really cool). All they wanted was to interact, to try and see as much cool stuff as possible, and save their memories. Third paradigm — Experience oriented There are a lot of experiences that a user can try (like Zoomie — awesome video from the building nearby that shows you on the top of the Space Needle, selfie cameras, AR experience to make beautiful photos and, of course, photos from a photographer with the ability to change background). During our visit to the Space Needle we were looking what the visitors were doing, how they were interacting with the experiences, how they were using the old app. We were talking to them like regular visitors in a line asking about their experience, and got some interviews this way. They were all really open because it was just a small talk without that hard feeling of being interviewed and choosing right answers. What were the key things that we highlighted after the interviews? We noticed that people spent about 5–15 min at the kiosk waiting for their photos (it was the only way to receive their photos from different experiences), and about 30% of them didn’t know how and where to use experiences. After that, we figured out that the most important things for visitors are their videos and photos. They want to save them, share with their friends and family, and the sooner the better. Solution — Everything is about experience We emphasized the main experiences that visitors can get on the Space Needle (such as Zoomie, AR, Stair Selfie, Roaming Photos) with tutorials and explanations on how to use them. All users’ photos and videos are now available in a few seconds in the application gallery without the necessity to wait in line to get them from the kiosk. Just right after users created a photo or video using one of experiences it becomes available to see, save and share. Results — Your awesome pictures in a second The amount of time to get photos taken by users decreased from 10–15 min to several seconds. In just a month 20% more users started using a brand new app. New data and the results we got helped us plan out new features and set priorities for the 2nd version of Space Needle mobile app. A lot of work is done, but even more is coming. View full Case Study here Prepared with Love by Netrix team ❤️ Space Needle Mobile App — UI/UX Case Study was originally published in Muzli - Design Inspiration on Medium, where people are continuing the conversation by highlighting and responding to this story.

Space Needle Mobile App — UI/UX Case Study

Space Needle Mobile App — UI/UX Case Study For us at Netrix it was a really great experience to work on the design for Space Needle Mobile App. For the first time in half a century, the Space Needle has been totally transformed to take the visit to the next level — and beyond. The Space Needle is one of the most recognizable landmarks in the world and is a treasured Seattle icon. Built for the 1962 World’s Fair — the Century 21 Exposition whose theme was “The Age of Space” — the tower futuristic design was inspired by the idea that the fair needed a structure to symbolize humanity’s Space Age aspirations. Challenge The first step to start working on this application was meeting with the Space Needle team in Seattle. We knew that they wanted to improve the existing app and make it more “Location oriented” and also make the UI more visually engaged. So we did some homework and created a small сlickable prototype in Principle to show the general idea and interactions and, of course, to make a good impression on our first meeting. Goal The purpose of the Space Needle App is to provide a complimentary digital experience to the newly remodeled space that will help visitors discover, interact, save, and share various experiences available during their Space Needle visit. Validating ideas — 3 paradigms to test During our work on improving user experience we figured out 3 main paradigms: Location oriented (the one that we started from), Content Oriented, and Experience oriented. First paradigm — Location oriented Provides a user with the information about the Space Needle and experiences related to its location on the Space Needle map. This idea was presented in our first prototype. It looked good, but the key thing was that when we visited the Space Needle we realised that there was no need for such navigation. It wasn’t big and you didn’t miss what you wanted, so people didn’t have problems with the navigation. This is why we focused on the other 2 ideas. Second paradigm — Content oriented In this case we make users more focused on the information about the Space Needle. We highlight what a user can see, where they may go, and provide them with some interesting facts and articles. In other words, our aim here is to make it look like a guide in your mobile app. But the more we talked to the users, the more we realised that people were not interested in reading anything (even really cool). All they wanted was to interact, to try and see as much cool stuff as possible, and save their memories. Third paradigm — Experience oriented There are a lot of experiences that a user can try (like Zoomie — awesome video from the building nearby that shows you on the top of the Space Needle, selfie cameras, AR experience to make beautiful photos and, of course, photos from a photographer with the ability to change background). During our visit to the Space Needle we were looking what the visitors were doing, how they were interacting with the experiences, how they were using the old app. We were talking to them like regular visitors in a line asking about their experience, and got some interviews this way. They were all really open because it was just a small talk without that hard feeling of being interviewed and choosing right answers. What were the key things that we highlighted after the interviews? We noticed that people spent about 5–15 min at the kiosk waiting for their photos (it was the only way to receive their photos from different experiences), and about 30% of them didn’t know how and where to use experiences. After that, we figured out that the most important things for visitors are their videos and photos. They want to save them, share with their friends and family, and the sooner the better. Solution — Everything is about experience We emphasized the main experiences that visitors can get on the Space Needle (such as Zoomie, AR, Stair Selfie, Roaming Photos) with tutorials and explanations on how to use them. All users’ photos and videos are now available in a few seconds in the application gallery without the necessity to wait in line to get them from the kiosk. Just right after users created a photo or video using one of experiences it becomes available to see, save and share. Results — Your awesome pictures in a second The amount of time to get photos taken by users decreased from 10–15 min to several seconds. In just a month 20% more users started using a brand new app. New data and the results we got helped us plan out new features and set priorities for the 2nd version of Space Needle mobile app. A lot of work is done, but even more is coming. View full Case Study here Prepared with Love by Netrix team ❤️ Space Needle Mobile App — UI/UX Case Study was originally published in Muzli - Design Inspiration on Medium, where people are continuing the conversation by highlighting and responding to this story.