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Overview
One of big challenges our team have to face is that we were both
not familiar with San Francisco nightlife and were not bar regulars.
To understand our audience, including consumers and players, we
have to conduct extensive user needs assessment (62 subjects totally),
including structured interviews, surveys, experimental testing.
At the same time, we have to go out more to communicate with our
potential users.
The following six studies have provided strong base for our project
in defining user needs and designing value-added features to our
targeted users. All related documents like survey kits, analysis
reports, etc, are available on this page.
1. Exploratory Survey
On Fall 2000, a survey was conducted to understand what infrequent
nightlife consumers are looking for when they plan to go out.
The questionaries are free-text questions, in the purpose of exploring
factors that are important to consumers. The survey was deployed
within the circle of our friends, most of them from SIMS. We received
20 respondents and the results show that most important
information consumers need to know are music (90%), price (76%),
clientele (71%), atmophere (66%) and location/transportation (66%).
View full Survey
Questionaire | Report
of survey: SFnight Experiment (within pre-pilot test
section) [PDF]
Fall 2000, SIMS, Usability & Statistics
2. Preference Survey
The purpose of this survey is to understand frequent consumers
in terms of how important every kind of venue/event information
means to consumers and what helpful features we can provide. Among
23 respondents, 70% of them are frequent consumers (go
out more than 5 times a month). The results of this survey which
we find very useful for our project are:
Music type, atmosphere and clientele are top three factors consumers
want to know;
Consumers' information-seeking behaviors vary depeding on their
going-out frequencies.
Factor analysis shows venue/event information can be classified
into three categories: music information, environment information
and others like address, prices, etc.
Besides friends, websites and newsletter are the two most frequently-used
nightlife information resources.
Among such features as buy ticket online, customer reviews,
editorial reviews, music sample, video sample, consumers think
music sample is most helpful one, while in general all features
are consideded helpful by both frequent and non-freqnet cnosumers.
View full Survey
Questionaire | Data Analysis
[PDF]
Spring 2001, SIMS, SFnight Final Project
3. Experimental Testing:
Competitors
The purpose of this testing is to compare three nightlife websites:
citysearch, sfgate and la2nite, in terms of site usability, recommendation
system, as well as information effectiveness. 10 subjects
were tested and all of them come from the campus.
Site usability can be divided into two factors: one comprises
several goals of information design, including elements of cognitive
perception: process, organization, efficiency, and rationality.
The other comprises elements of visual design, that manipulates
sense perception, and attractiveness.
Site recommendation system is useful for nightlife consumers,
but it has to be carefully designed to avoid information overload
Present site recommendation system clearly and upfront;
Nightlife website should provide detailed information for each
venue they list, rather than list many venues with little information
for each
Besides its testing results, this testing also inspired us with
new ideas like "Add to a List to Email Friends" for
our prototype, when we watched how consumers use nightlife websites
and what they need.
View full Experimental
Testing
"How well this website can help people to make a decision
on where to go tonight?"
Fall 2000, SIMS, Usability & Statistics
4. Structured Interviews:
Personalization
On Spring 2001, with the purpose of analysing personalization
and customization features, we conducted three interviews with
frequent users, all students (SIMS and UC). We used those interviews
in the creation of Personas, a concept developed by Alan Cooper
in The Inmates are Running the Asylum (1999). Personas
is interactive design method to help better focus the user interface
design process in goals and tasks of believed potential users.
Personas are kind of user profiles, or hypothetical archetypes,
detailed enough to include what a potential user would wishes
to accomplish.
This study was relevant in our user interface design process,
specially regarding the personalized features of MySFnight. Some
of the results were:
Validate some of the previous features of the first prototype
(e-pub);
Identify potential tasks, their importance & frequency for frequent
nighlife consumers
Identified the need of a Event Calendar of MySFnight;
Mapped other features for further studies and development (view
Scenario
Tasks and Preliminary Features based on Potential Needs).
Identified the main issues that a designer have to overcome
on designing personalization features: privacy; easy to use;
usefulness.
View report SFnight:
Personalization and Customization Features, more specifically
Personas
& Goals section.
Spring 2001, SIMS, User Interface Design [Monica Fernandes, with
213 team: Rosa Ren, Bin Xin, Hong Cae].
5. Structured Interviews
We conductd three structured interviews with one club owner and
two promoters. The purpose of these interviews is to understand
how players operate their daily business, what is the relationship
between venue owners, promoters and DJs, as well as how well they
connect to Internet.
These interviews serve as a strong base for our design of network
page. Along with our discussion with our project consultant, we
are able to design site features on network page which cater to
players' daily business needs and interests.
View full Structured
Interview Protocol for Bar Owner | for
Promoter [PDF]
Spring 2001, SIMS, SFnight Final Project
6. Connectivity Survey
The purpose of this 6-question survey is to know about how well
players are connected to Internet, by what media they promote
their venue/events, as well as whether they submit their information
for free listings.
Based on 6 responses (one club owner, 4 promoters, and 1 party
producer) for our survey, we can say that players will feel comfortable
to use our free services and will take the opportunity to promote
their venues / events through our website. This conclusion is
based on three findings from our survey:
All
players have Internet skills, although with different levels
Majority
of players use their own websites or other websites for promotion
Majority
of players submit their information for free listings.
View Player
Survey Questionaire [PDF] | Survey
Report [PDF]
Spring 2001, SIMS, SFnight Final Project
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NEEDS ASSESSMENT
BAR GOERS |
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User needs Assessment help us understand representation
of needs, expectations, and experiences
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Survey 1
[Fall 2000] |
20 Subjects
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Survey 2
[Spring 2001] |
23 Subjects |
1 experimental
testing on competitor sites
[Fall 2000] |
10 Subjects |
| Interviews [Spring
2001] |
3 Subjects |
| Total
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56
Subjects |
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NEEDS ASSESSMENT
PLAYERS |
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Get to know San Francisco bar owners and promoters
was challenging (three interviewers are also survey subjects)
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Interview
[Spring 2001] |
3 subjects |
Survey
[Spring 2001] |
6 subjects
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| Total
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6
subjects |
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Before the project, we almost didn't
know any players in San Francisco bar industry. It was very
time-consuming to conduct these structured interviews and
surveys. Most of players have very busy schedules and we got
cancelled on several appointments even when we already travelled
to San Francisco
Very Special Thanks to our project Consultant
Don Hogan, who help us arrange these interviews and surveys.
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