User Experience Design Immersive 2013 @ General Assembly case study on Fandango. In this case study Fandango decides, to add events/ concerts and local event discovery. This case study showcases our teams UX process and final mobile prototype.
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User Experience Case Study: Fandango
1. UXDI Winter 2013 – 2014
January 16th, 2014
Presented by,
Hanah Choi
Sandy Woodruff
Sanjay Merchant
Tina Israni
2. ABOUT
Fandango wants to increase user engagement by selling
tickets to events and concerts.
Fandango has decided to expand their market from movie tickets to purchasing
tickets to concerts and local events. Fandango wants to build a service that
notifies you of events happening in your area, allows you to easily purchase
tickets, and then use a digital pass to attend the event.
BRAND GOALS
1. Fun
2. Familiar
3. Friendly
BUSINESS GOALS
1. Engagement
2. Get new users
3. Events market
3. PROCESS FLOW
Before diving in, we decided to figure out our own project process to stay on
track, taking that time to brainstorm really helped.
Method 1: Whiteboard Brainstorm
Method 2: Post-its, Project Flow + timeline
5. COMPETITION / COMPLEMENTOR ANALYSIS
Method 2: Competitor Screenshots – Design Information
Method 3: Card Sorting for Information Architecture [Stubhub]
Findings assisted with provided clarity
on IA for integrating events and
concerts into existing Fandango
6. COMPETITION / COMPLEMENTOR ANALYSIS
Method 4: Detailed Features Analysis & Overall experience
Highlights:
1. Meetups geo location based listings
2. Eventful when it was happening
3. Eventbrite checkout includes table and seating information
7. USER RESEARCH
Method 1: In – person Interviews
Method 2: Affinity Map
Introductory Questions
1. What is your name?
2. What's your occupation?
Event Related Questions
1. What kind of events or concerts do you go to?
2. How do you find out about these events and concerts?
3. What's your ticket buying process like?
Mobile Purchasing Habits:
1. What purchases have you made on your mobile
phone? tickets?
BEFORE!
USER GOALS
1. Buy tickets before they
sell out
2. Buy tickets
conveniently/ no effort
3. Addressing FOMO
4. Don’t waste time
standing on line
8. USER RESEARCH
Method 3: Survey Monkey
A third of surveyed
population buy
concert tickets
frequently = Market
opportunity!
17. PROCESS: PERSONA SCENARIOS REVISED
NOTE TO SELF
1. Refining scope /
parameters what they
were looking for
2. Tasks should vary to
capture all possibilities
29. USABILITY TESTING: Houston, we have a “checkout” problem.
People were confused by 3 options even though competitors divided into regular, premium and discount, it
was better to collapse it because people didn’t think that way when checking out.
People wanted checkout right away with having completed the steps.
Results:
Moved seating selection towards the beginning of checkout and combined seat location with pricing