Archive for the 'User-Centred Design' Category
Flow project: British Association of Occupational Therapists website redesign
Flow helped British Association of Occupational Therapists and College of Occupational Therapists (BAOT/COT) understand what their members and non-members wanted from an online resource and then designed a better online experience for practitioners and students.

The brief
The British Association and College of Occupational Therapists (BAOT/COT) is the national professional body for occupational therapy students and staff in the United Kingdom.
BAOT/COT is responsible for setting professional and educational standards, advising on policy, and supporting its 29,000 members’ research and development, professional practice and Continuing Professional Development (CPD).
BAOT/COT’s main channel of communication to members is their website. As a key component of their service to OT staff and students they wanted to ensure they were providing a valuable and easy-to-use resource, so they asked Flow to help them understand what members and non-members wanted from this resource, and then to re-design the site around these needs.
What we did
Using a range of research techniques throughout the project, Flow investigated the needs of Occupational Therapy staff and students, and designed a new website for BAOT/COT around those needs.
We interviewed Occupational Therapists, OT support workers and students to understand their perceptions of BAOT/COT as an organisation, the BAOT/COT website and other resources they use to aid them in their studies or practice. We synthesised the insights gathered from this research into a series of personas, each illustrating characteristics of different members of BAOT/COT’s audience; and used these personas throughout the project to guide and evaluate design decisions.

BAOT/COT had a wealth of information on their existing website, however, as the site had grown organically this information had become increasingly challenging to locate. To ensure content was well organised and easy to locate we undertook a card sorting exercise with people representative of BAOT/COT’s audience. This enabled us to identify the different mental models people used to understand the content that BAOT/COT wanted to include on the new site, and guided the site structure and labelling of content.

Moving into the design phase of the project, we used the insights from our initial research activity to guide concept generation and development. In order to validate our design decisions, we also tested mock-ups of the site with users at every stage – from initial concept sketches through to the final visual design, ensuring we were developing something which met users’ needs and satisfied BAOT/COT’s objectives.
Once the new site was built, we tested it again with users to validate the final designs and evaluate the site against the original brief.
The results
BAOT/COT successfully launched their new website which has been designed to grow organically, forming the foundation of a continually improving member resource.
BAOT/COT’s new website has enabled them to create a more engaging and valuable resource for members and non-members alike. Having moved away from a website which pushed information to members, to one which stimulates online debate between the organisation and its members, BAOT/COT anticipate an increase in membership and in the number of people using the site.
“Flow's user centred approach helped BAOT/COT understand our users' online behaviours and needs. It also helped clarify our own business goals. Clear user priorities emerged from Flow's research with our members which helped us make confident decisions about site structure, design and navigation. The team at Flow were quick to understand our values and aspirations as well as the practical challenges we faced. Their approach inspired confidence and trust. The new BAOT/COT website which emerged from the project continues to add more and more value to our business.”
Stephen Little, Web Manager and Editor for the British Association of Occupational Therapists and College of Occupational Therapists
No commentsA Journey from Ethnography to Design: Coastal Erosion Risk Mapping Project
Ethnographic research involves the study of people and groups as they go about their everyday lives. The ethnographer participates in daily routines within the context of the research setting, observes what is going on and systematically records his or her experiences and thoughts. Participation based on social and physical proximity is key to this process.
Flow frequently uses ethnographic research methods to gain a deep understanding of the social and working lives of people who use different products and services in different contexts. The findings provide richer insights into service and product design requirements and opportunities for innovation, particularly when designing for global and multi-cultural audiences.
One of the key questions around ethnographic research is how its findings are transformed into design. One example of such a process was presented at a recent UX Brighton: ‘A Journey from Ethnography to Design’. The event included two speakers: Simon Johnson, User Experience Consultant at Flow and Miles Rochford from Nokia. Simon spoke about the ethnographic research and subsequent design that he completed for the Environment Agency. Miles’ presentation focused on using ethnography to design products for emerging markets.
The Environment Agency commissioned Flow to conduct contextual research and subsequently design an interactive map that will provide users with coastal erosion information – a national project that will affect 2.1 million houses on the coast. The key objectives were to establish what an erosion map should look like, how it should work and what sort of information should accompany the map.
Claire Mitchell, Flow’s Principal Consultant on the project and Simon started the project with a research phase that included ethnographic field observations in two coastal settings: Norfolk and Hastings. Simon spent two weeks documenting the lives of coastal communities, interviewing local people and immersing himself in their lives. Additionally, Simon interviewed eight professionals at Flow’s experience labs in London.
Ethnography enabled Simon to apply his empathy and humanistic values to drive the project. It was clear that his findings provided the Environment Agency with a rich understanding of the concerns, information needs and myths that people who live in rural coastal communities might have. Simon described how his research findings confirmed some of EA's current thinking, provided new insights and defined the subsequent design process and deliverables.
The research that Claire and Simon conducted described how emotive the coastline is, an institution in British history that invokes strong feelings and forms a strong part of a shared heritage. The implications were the need for the Environment Agency to communicate that it cares and to reassure people that action was being taken to protect the coast. It was also clear that people trust locals and distrust central government, erosion maps caused alarm and that a certain amount of local knowledge derived from ignorance and/or myth. An example of a myth was the commonly repeated argument that the government was making money dredging ‘their’ sand.
The design approach focused on a simple website that addresses the needs of both professionals and locals. Claire and Simon decided that the design should answer core questions and myths, stick to plain English, use local materials and represent risks without alarming local people.
Is it Ethnography?
After the presentation the audience participated in a lively debate, which had a particular focus on the true meaning of ethnography. For some designers ethnography was a new concept and their reactions during the Q&A sessions and after the presentations indicated that they found both Simon and Miles’ presentations truly thought provoking. Some felt that rapid ethnography with a specific structure and design agenda was different from “ethnography” and needed a new term associated to it.
Theoretical research has two main aims – the validation of existing knowledge and the acquisition of new knowledge. Flow uses research to acquire and validate specific knowledge, the context in which services and products are used. Flow uses principles and techniques taken from social sciences such as sociology, anthropology and psychology to inform design decisions. Our main aim is to design solutions that work outside of design studios, laboratories and meeting rooms. As a result, we often use appropriate research techniques to focus on specifically targeted contexts and activities. A term that is often used to describe this work is Design Ethnography.
Simon's presentation
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Many thanks to Danny Hope and former Flow Consultant Harry Brignull for organising the event.
--Ofer Deshe
8 commentsThe iPod Shuffle - Complex Simplicity
The original iPod Shuffle had a clear proposition; a cheap, simple, and minimalist music player. Technically the first iPod to use flash memory and physically the smallest, it lacked any display, scroll wheel or playlist management features. The constant need to control, skip, manage, and navigate was replaced with a simpler and more relaxed lack of control. Instead, the device simply shuffled music at random or played tracks in order. The front of the device had a simple interface:
- Play/Pause
- Next Song/Fast Forward
- Previous Song/Fast Reverse
- Volume adjustment
On the back was a three-position switch to play music in order, or shuffled or to turn off the unit.
The second generation was just as simple as the first, but had more storage and less than half the size.
On 11 March, 2009 Apple released the third-generation Shuffle.
One of the key design decisions was to simply not have any buttons, apart from a button that switches between 'Off', 'Random' and 'Order'. All controls are now part of the earphones.
According to Apple:
The new iPod shuffle is amazingly small and even easier to use.
But is it easy to use?
Soon after the launch, forums, social media networks and blogs started to criticise the new Shuffle. Whilst some disliked being dependent on using Apple's earphones, others criticised the new interface. Physically, the control could be difficult to grab during sporting activities or for those with bigger hands, but more importantly, most of the functions are controlled via a central button that has no labels.
The lack of visual display raises a design challenge. Unfortunately, touch is a less accurate sensory mode than vision and typically slows users down. Apple could have designed an interface with elements that could have been recognised through tactile attributes such as feedback, resistance, size, weight, and/or texture. The father and grandfather of the current Shuffle are good examples of such a control. However, the solution was to include VoiceOver technology, a feature that speaks 14 languages and plays back track and playlist names. Although a minor issue, VoiceOver struggles with pronunciation. Perhaps in the future, additional language information will be included with each track.

One button, nine commands
Apple was once famous for the one-button mouse. Although historically some suggest that this decision was based on cost, it was often argued that one button is all you needed. The one button became a symbol of simplicity. In contrast, the new iPod Shuffle has a central button that accepts many user commands. In fact, this 'one button' handles 9 inputs:
- click
- click & hold
- double-click & hold
- triple-click & hold
- triple-click and hold within 6 seconds
- triple-click and hold after 6 seconds
- click until a tone is played
- click until you hear a name
- click & hold until exit
There is no direct cognitive mapping between users' goals and the required actions. For example, why does 'double-click and hold' fast-forward a track, but 'triple-click' rewind? Moving to the next track is achieved by double-clicking. So how do you expect to move to the previous track? Did someone at the back just say "triple-click within 6 seconds of the track starting"? Correct.

Poor learnability?
Ultimately, if the device is used frequently, many users will move from being novices to experts. However, if learnability is poor, some users will remain perpetually intermediate and potentially frustrated.
Learnability is inherent in interface features that allow novice users to understand how to use a device and how to attain optimal (level of) performance. Learnability is based on five main factors:
- Predictability: operation visibility - what elements of a user's knowledge from past interactions with this device can help to determine the outcomes of future interactions?
- Familiarity: guessability - to what extent can users' knowledge from other systems and real world objects could be applied to interactions with the device?
- Synthesisability: how does the interface help a user to asses the effect of past actions on the current state?
- Consistency: likeness in behaviour. In this context consistency is related to user inputs and the subsequent output responses.
- Generalisability: support for the user to extend their knowledge to other applications and devices.
In the case of the Shuffle, lack of visual display could slow down skills acquisition. The design is not based on familiar metaphors, and poor learnability may increase cognitive load. Many users will not be familiar with the Shuffle's interface, apart from iPhone users who use a similar earphone-based controller.
As a robust device consistency between actions and auditory feedback that arises as a consequence will be high and usage is likely to be frequent. Therefore, for many users learnability will eventually take place. It is possible that Apple plans to extend this interaction model to other devices. For those who mastered this control acquiring this skill will become generalisable and useful.
Does it matter?
So it might be difficult to learn. Arguably, it has beautiful industrial design, long battery life and impressive storage capacity. Apple could sell many of these fashion accessories to users who would simply click to play whilst sitting on the train, running, or going to the gym.
The best way to gain an in-depth insight would be to test the Shuffle with users. In the next few weeks we are planning to evaluate the Shuffle in one of Flow's experience laboratories and analyse its performance and user experience.
- Ofer Deshe, Principal User Experience Consultant
Thanks to Thibault Baradat-Bujoli for the original illustrations
6 commentsDo you STILL know your customers?
The unprecedented economic situation means that many products, services and entire businesses are now based on an understanding of their market which is outdated. There's a real danger of businesses providing square pegs for their customers' metaphorical round holes.
In a previous life, I was a recipient of the famous 1995 Bill Gates sea-change email. From that day on, the strategy at Microsoft changed. BillG echoed many business owners around the globe who hurried to adapt their business plans to incorporate online channels and internet connectivity. This simple change in direction has shaped the commercial landscape ever since. Those who adapted successfully and who understood the commercial opportunities and changing customer requirements have been the most successful.
The latest sea change is not one led by technology innovation, but by a dramatic shift in consumer behaviour. In all walks of life attitudes are changing, compounded by the constant media barrage of stories of economic doom and gloom.
"Deep recessions deliver more than just an economic shock: they can shock an entire social system into new ways of thinking and organizing." NESTA (2008) Attacking the recession: How innovation can fight the downturn.
It is all too easy for businesses to focus inwardly to drive efficiencies, or to focus energies on increasing revenue through additional marketing. These energies will be wasted, and even potentially damaging, if the product or service has become fundamentally out of line with the customers' needs & expectations.
We will see...
- Motivations to spend and interact changing, driven by a focus on essentials, economizing, escapism & networking.
- Brand loyalties are shifting as people openly look towards cheaper alternatives and shun luxury goods.
- Trust is no longer a given with established brands... Trust must now be earned in other ways and the risk / reward balance for the customer must be carefully considered.
- The decisions people make and the process by which they research options will be different. The network will play an ever increasing role as people search out value.
- The susceptible moments when customers may be open to up-selling or cross promotion are likely to shift.
- Market segments will rearrange themselves based on potentially new criteria related to goals.
- The list could go on...
Although the effect of these changes varies across sectors, businesses can no longer believe they ‘know' their customers based on old research, results or instinct. While companies focus inwardly on reducing the impact of the recession, the distance between their customer insight and the real customer attitudes and behaviour is growing. Their products and services run the risk of being upstaged by competitors who innovate based on a new understanding of the changing market and user requirements.
This is not a short term situation... these changes will have a lasting impact regardless of the duration of the recession. You only have to look at the attitudes of a generation who have passed through previous economic downturns to see the way it affects their long term attitudes as consumers.
What can be done?
At Flow, we believe that you need to get under the skin of your customers in order to develop and improve products & services. Many of our own case studies illustrate where this user centered approach has led to increased turnover and profits, and reduced costs.
We've previously blogged about a 3 pronged approach to designing in an economic crisis. All 3 require a fresh understanding of your customers:
- Innovate: The situation provides real opportunities for companies willing to innovate based on fresh user insight. History has shown that recessions are ultimately great drivers of innovation. He who dares wins... UCD enables innovation with minimum risk because you know you're building the right thing from the start.
- Optimise: It may well be that your existing products and services need a little adaptation for the changing market. Some small improvements can lead to large rewards. Fresh user insight will point you towards some optimizations which are likely to range from simple messaging changes, through to new ways of navigating.
- Cut costs: A cross channel view across your complete customer will highlight some areas for cost cutting whilst enhancing the total customer experience. Online retailers are currently reaping the rewards whilst their high street rivals are struggling to maintain expensive, and less convenient, channels to market.
User centered design is available in shrink-to-fit. It doesn't need to be expensive, but it must be included if you want to capture the attention of a rapidly changing market.
- Meriel Lenfestey, CEO & founder of Flow
2 commentsFlow and National Express East Coast win the Information Technology Excellence of the Year Award
On Thursday evening, 19th February 2009, I was privileged to be at the Grosvenor House Hotel in London for the HSBC Rail Business Awards to co-receive the Information Technology Excellence of the Year Award for the new National Express East Coast (NXEC) booking engine and website.
As any of you reading this who have used the NXEC booking engine know, it dramatically simplifies the process of finding and buying rail tickets online...not just on NXEC routes, but for any train in the UK. We have blogged before about the intuitive user interface and its cutting edge use of AJAX technology as well as the positive customer feedback and improved business results for NXEC before.
We (and NXEC) have also received lots of accolades from customers and the industry about how great the new booking engine is. So it fills us with a great sense of pride and accomplishment to receive this well-deserved acknowledgement from the Rail Industry for all the creativity and teamwork that went into making it happen.
It has been a long road, but the hard work and effort has paid off, not just because we won this award, but because we succeeded in creating a first-of-its-kind, innovative and successful new booking engine for trains that will set the standard for all that follow, in terms of business performance, ease of use and customer satisfaction. It is also a clear demonstration of how User-Centred Design makes a tangible difference to customers and business.
I just want to take a moment to thank the entire NXEC team from Flow: Simon Hatch, Alejandra Obregon, Martina Schell and Kelsey Smith; our partners at Splendid: Paul Bishop, Simon Parbutt, Alistair Thomson and Karl Wortmann; the team at Atos Origin who built it: Graham Bodman, Richard Phillpot, Ian Collier, Eleanor Waldron and Chris Rees; and the team at Tullo Marshall Warren (TMW) for bringing the marketing website together.
But perhaps most importantly, I want to thank Emma Passey and the entire NXEC team for their vision, passion and perseverance. We couldn't have done it without you!
Congratulations to everyone. A well deserved award!
- Ian Worley, Director of User Experience at Flow Interactive
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Download Case Studies about this project:
- National Express East Coast Booking Engine Case Study (78k .pdf)
- National Express East Coast Website Case Study (92k .pdf)
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No commentsDesigning for other cultures: putting Hofstede to bed
User centred researchers and designers working in developing markets are finding new ways to understand their target users.
In the early 70s, Prof Geert Hofstede ran surveys with IBM employees worldwide and produced a set of four cultural dimensions which he used to categorise countries in terms of national tendencies. His four dimensions were:
- The Power Distance Index, which looks at how much people accept and expect that power is distributed unequally.
- Individualism, which considers how far people operate as part of extended loyal groups and families.
- Masculinity, which considers how far men's values are from women's in a society.
- The Uncertainty Avoidance Index, which measures a society's tolerance for uncertainty, ambiguity and diversity of approach.
It doesn't take long to notice that Hofstede's ideas have little to do with interaction design as such. They are focussed on management and communications and offer analysis at the level of general tendencies; they are not about use. But Prof Hofstede's name has become synonymous with cultural research in interaction design. He is quoted extensively. He is held up as evidence that tidy answers exist somewhere to untidy problems.
Interaction designers do need guidance on how to handle cultural diversity when designing technology with international reach. But that guidance may not be best in the form of metrics and measures. The OzCHI 2008 conference on Designing for Habitat and Habitus explored cultural aspects of designing. And every single experienced researcher came back to the same point: The best way for designers to understand the cultures they are designing for is to go get first hand experience.
Good listening
The OzChi2008 conference began with a workshop on 'Inclusivity, Interaction Design and Culture' . Participants discussed flexible and fine-grained ways of understanding difference in interests, values and use of technology. This understanding, it was agreed, did not come from metrics focussed on national characteristics.
So what did these researchers advocate instead? Read more
1 commentEight travel website design tips
We've done a lot of travel site design, for companies including EasyJet, Hotels.com, National Express East Coast. In honour of World Usability Day's transport theme this year, we've pulled together eight design and usability tips from our travel-related ethnographic research and usability testing.

1. Support multi-variable trade-offs
Some people prioritise the cost of the ticket whilst others prioritise the time of travel. The type of trip will cause a person to prioritise one of those variables over the other, but most booking journeys involve trading off these two factors. Successful travel booking interfaces help people understand how time and cost influence each other.
For a holiday maker, the choice of location, duration and hotel make the activity even more complex. "I can go to Rhodes from Manchester on the 16th for 300 pounds, and stay in the four star excelsior for 7 nights, or Cyprus from Gatwick on the 19th for 312 pounds and stay in the 5 star Grand for 6 nights." These are really complex decisions, made in conjunction with family or friends, so you'll need to pull out all the stops to design an interface that really helps.
2. Present a well-defined proposition
Trying to be all things to all people is very expensive. Players with a tightly-defined target market will always do better at serving their market than generalised players spread thin over lots of markets.
Know your market and offer a proposition that appeals to that market - whether it's group travel, business travel, family holidays, design hotels, skiing etc. Then build a site that profoundly and accurately addresses those people's behaviours and needs.
3. Fight "search fatigue" - catch people early in the decision process
People are overwhelmed with choice in the travel market. On average, people in our research visited 22 sites before deciding to go with a provider which they visited 2.5 times. By making site that supports people early in the decision making process and helps them fast track the exploration and decision process, you create awareness in people's mind and they are more likely to go with you.
4. Surface the right information to help people make a decision
Choosing hotels is hard. People find it difficult and stressful to make decisions when their criteria are flexible and the field is large.
Good pictures, features, location with map, star rating, Trip Advisor rating, price per room/night (not per person), hotel name and short description are what matters most when sifting through lists of hotels. Enabling people to get this information without having to 'pogostick' is vital.

5. Focus on selling the experience not the product
Beyond the basic factors above, there's a whole list of things that users want to know before they make a decision. Focussing on the experience of staying in a hotel, rather than the generic factors, makes it easier for people to make that final choice.
For example, a hotel in Paris is not just a "3 star hotel in the city centre". It's a fantastic base in the vibrant Place de la Sorbonne, it's ideal for food lovers with 6 gourmet bistros, it captures the image of Paris with its view of the Eiffel Tower, it's ideal for families or ideal for romantic getaways. Understanding what a stay there will be like is what will help people to decide and to buy.
6. Be transparent and honest
Trust is a major sticking point for travel sites. In our research, users rarely trusted the price shown and were always prepared for some last minute surcharges.
Travel sites want to show low prices (excluding as many elements as possible), because they believe it help buyers get started. The flip side: a slippery and arduous booking process repels buyers (one where surcharges slowly build up, and cross-sells appear in your basket uninvited).
Would giving the real prices transparently build reputation and trust that exceed the pulling power of a low offer? No one knows for sure. We do know that removing some of the automatic cross-sells does produce a short term loss of revenue. But whether it offers a long term boost in loyalty, no one has yet had the guts to find out.
7. The seducible moment comes after the sale.
When people go into low-cost flight booking mode, they are very task-focussed and don't really care about anything else. We think that's a learned behaviour coming from the situation that a) the good flight deals go fast b) they need to concentrate to make sure they get rid of insurance etc.
Low cost flight booking is like bargain hunting, and trying to up-sell users during the booking process is like taking the bargain away from them. The seducible moment for up-sell is not really during the flight booking process, but after. Most travel sites are stuck in the business model of trying to up-sell during the booking process.
8. Ensure localisation is an actual part of the design phase.
The most planned and least actualised design stage is LOCALISATION. Lack of effective internationalisation and localisation is costing travel sites money.
There's a myth that Europe offers a unified culture with different languages, but it's not true. Language, rating systems, research, booking and payment behaviour vary significantly from country to country.
A simple example: some cultures will tend to assume that a rating of 1 is the best rating, others that a rating of 5 is the best. (The solution is to use a visual rating scale which is less ambiguous).
To maximise adoption, conversion and revenue, travel sites need to research, and test internationally. Using design skills from a range or different countries helps too.
A market opportunity: Design the next generation of travel sites.
People have very quickly learned how to dodge the failings of one website by jumping to another. In our research we have seen that people have no loyalty, there is no trust and that means that online travel companies will always have a major element of uncertainty in their future.
But the development of the web shows that people are open to new ideas and new ways of doing things. So we urge travel companies to innovate based on these design tips. Come up with the iPhone of the online travel industry. The opportunity is there for the taking.
Thanks to Louise, Peter, Karl, Lola, SimonJ, Ofer, Claire and Alejandra for the research and insights.
2 commentsInsight to innovation: The power of cross-channel ethnography
Observing target customers in their homes or while they shop can provide the insights you need to build a better website - and a better multichannel experience.
I wrote this article about cross-channel ethnography for Internet Retailing Magazine earlier this year. I'll be talking about this topic at the Internet Retailing event in October.
Insight to innovation: The power of cross-channel ethnography
When Bronislaw Malinowski decided to study the habits and culture of the natives of the Trobriand Islands in the South Pacific during his exile in the First World War, little could he have imagined that the techniques he developed to learn about other cultures would be used to revolutionise the marketing and sales of consumer goods and services. However, this is exactly what is happening.

Ethnography, once confined to academic research departments has, over the last 20-30 years, become a widely used and powerful research technique for companies seeking to improve how they market and sell to customers. They have even turned the lens on themselves to improve how they manage their own businesses.
More recently, the desire to provide compelling multi-channel customer experiences that lure customers away from competitors has become the holy grail for many retailers. However, there is a noticeable gap between the precision with which research is used to understand customer behaviour offline and how it is applied in the design of online stores.
This gap is closing, however. As online retailing enters the mainstream, multi-channel retailers are investing more to improve the quality and effectiveness of their online stores. They are also looking for ways to build customer loyalty in a world where technology is making customers more and more promiscuous. Cross-channel ethnography is one of the tools retailers are turning to for insight.
The trouble with websites...
"Well, I can't really tell what the phone looks like from the picture...", said Katie, a participant in a recent usability study for one of the UK's leading mobile operators. "I would go to a shop at this point, before I make a decision".
From a research point of view, this is not surprising behaviour. It has long been understood that Read more
1 commentFreemans website experience designed to boost sales and loyalty
Freemans has launched its new website, delivering a state-of-the-art online customer experience. Flow was pleased and proud to help them on the project.

Freemans understood that the right user experience would increase visits, sales and repeat business. But to deliver those benefits with minimal risk you need a user-centred design process. So we started our engagement with Freemans by creating a user-centred design project plan, then got started on the first step - research.
Research
Paul Heath was Flow's lead consultant on the project. I asked him about the research phase. "The research told us what users think and feel, and the kinds of experiences they encounter when they are shopping online and offline. We also undertook a competitive analysis of the fashion sector and an expert evaluation of the Freemans site."
"All of this data let us understand and priotitise the project requirements effectively. But it also let us innovate new ways for customers to interact with the site. During the concept phase, our understanding of our customers' ideal shopping experience let us create Read more
No commentsFlow Project: GNER - Innovative booking engine, low risk project
Booking train tickets online in the UK has always been a fiddly and tiring business. But in a couple of weeks, GNER will launch their new website and booking engine. We think it's the first of a new breed of easy, powerful, flexible travel booking applications. And we're proud to say that Flow designed the user experience.

The project is in a "live pilot" stage now and the feedback from the pilot groups is looking good. Here's a what a few UK railway fans are saying...
It's really quite powerful. It can be a very simple, clear 'cheapest fare available' system by clicking on lowest fare button... I'm quite impressed really.
Personally I think this site is a huge improvement on the The Trainline/ National Rail style sites. It makes it a breeze to find the cheapest fare / service combination. The user interface to me is much cleaner and easier to understand than the National Rail site.
Risky business
GNER saw they could gain competitive advantage by innovating a new kind of booking engine. Customers needed something more powerful, but also easier to use. But with any innovation comes risk: the chance that the market will reject the product or service.
To reduce the risk we to followed a user-centred design (UCD) process. We grounded design decisions in research and evaluation with over 100 target users right the way through the design process. We also worked collaboratively with Atos Origin, GNER and our favourite design agency Splendid, to make sure that user needs were balanced with technical and commercial requirements. Doing things this way gave us the insights we needed to develop break-through ideas. And it also made sure that the solutions we came up with really matched customer needs and business goals.
New ideas
We explored some different conceptual approaches including an interface that reflected the simplicity of the over-the-counter travel centre experience, or one that was more like a vending machine. But ultimately, the approach that worked best was to give the customers the control and freedom to select the tickets and trains themselves. Giving power and flexibility to your customers is a great way to gain their loyalty.
It may look simple, but finding and choosing the right train ticket is a complicated business. We all trade off factors like price, flexibility, arrival time and date every time we do it. We chose to use rich internet application technology (AJAX and DHTML) to make sure that customers got rapid feedback and a chance to experiment with different journey possibilities easily.
A simple benchmark: tickets to York
Throughout the design of the booking engine, we used a simple user experience benchmark to help us chart our progress. We asked people to find the cheapest ticket from London to York.
On the current site, feedback from this task was not very positive. People mostly failed to find the cheapest ticket that suited their requirements, took a long time and felt frustrated by the experience. On the final prototype of the site prior to build it was a different story. Just about everyone could quickly and easily find the cheap tickets, and people were extremely satisfied with the speed and ease of the design.
This kind of feedback gave management and the technical team confidence that the project would deliver a great result - before the code was ever written.
Mostly positive
Launching a new site is always controversial - you can't please everybody all of the time. But we're very satisfied by the feedback we're seeing from the pilot testers. And we're certain that UCD is the only way to deliver a new product to this high a standard on its first release.
As for the site, I really like it! [...] I found the cheap fares with ease using this site.
It doesn't force you to reserve a seat if you pick an open ticket. That alteration alone makes it a vast improvement...
I think the original Trainline matrix (with the single fares add-on) takes some beating, TBH. It [GNER] it's fine for people who will spend time learning it […] but it's too damn complicated for the end user.
-- Neil
6 commentsI disagree. IMX most people are just after the cheapest fare and clicking on "low fare finder" and just selecting the best time/fare on the grid couldn't be simpler.
-- Philip




