University of Michigan School of Information SI 422
Campus Wayfinding: UX research
Using various UX research methods to determine the pain points of locating buildings, classrooms, and recreation spots on campus.
Role
UX Researcher
Collaborators
3 teammates, both UX researchers as well
Tools
Google docs, survey, sheets, Miro, Figma
Tools
01/2023 - 04/2023
Background
The University of Michigan, spanning a massive area of 3,177 acres, 600 buildings, over 2,000 classrooms, and with a student population of 51,225, it’s no wonder that students still use Google and Apple maps as the school year passes. Navigating campus can be a challenge for many visitors and even long-time members of the U-M community. In an effort to improve way finding on campus, SI 422 has engaged me and three other researchers in a user experience research project to better understand the needs of its users and create a more effective way finding system.
The goal of the project was to design a way finding system that would help visitors, students, faculty, and staff navigate the campus intuitively and find their way to their desired destination. This was a complex challenge, as the campus is home to dozens of buildings, multiple parking structures, and thousands of classrooms. Our team was tasked with identifying pain points and opportunities for improvement in the current way finding system and developing a user-centered solution.
RESEARCH QUESTIONS
💡 What are the most common pain points that users experience when navigating the University of Michigan campus?
💡 How do users currently navigate campus and what way finding methods do they use?
💡 What information do users need when navigating campus?
💡 What information is currently lacking in the existing way finding system?
💡 How do different user groups interact with the existing way finding system and what challenges do they face?
💡 What are the most important features that users would like to see in a new way finding system for the University of Michigan campus?
💡 How do users currently use technology to navigate the campus and what role could technology play in improving the way finding experience?
💡 What are the potential barriers to adoption of a new way finding system and how can these be addressed?
To answer these questions, our research team employed a variety of research methods, including surveys, user interviews, coding, and deliverables, such as storyboarding. We sought to gain a deep understanding of users' needs, preferences, and pain points related to way finding on campus. This research informed the development of a comprehensive way finding system that was designed with the user’s experience in mind.
Process
Our research team started by creating a participant interview script to conduct user interviews with participants representative of the user groups we were designing for. The interview included a few sections, such as introduction, informed consent, deep focus, a card sorting activity, and wrap up. We then utilized this script in our interviews with users we recruited, with one researcher leading the interview and the other taking notes on the participant in a separate document.
I personally conducted two interviews and took notes twice. I then coded the two interviews I took notes for, translating key findings into short “I” statements in the form of Google doc comments.
Coding Interview Notes
We then each transcribed our code into sticky notes on Miro. After getting together as a group to categorize these sticky notes, we then created an affinity diagram based on our gathered data by establishing larger insights, themes, and their relationships with one another.
Affinity Diagram
After completing our affinity diagram, our team proceeded to draft a survey based on the themes and insights we had previously gathered. We sent out these surveys to student representatives of our user groups, and were able to recover a high number of responses, which we documented in a Google spreadsheet.
Survey data on google sheets
DATA VISUALIZATION
With these UX research methods, we felt confident to implement our findings into three different deliverables: personas, storyboard, and a task analysis diagram.
Research deliverables
Persona 1
Persona 2
Storyboard
Next Steps
In the next steps, the affinity diagram can help UX designers identify patterns in user feedback or research data. Designers can use this information to prioritize and group design elements that address users' needs and pain points. They can then use these groups to inform the prototype's structure and layout.
Survey data can provide insight into users' preferences, behaviors, and pain points. Stakeholders can analyze the survey data further to identify trends and patterns.
Storyboards can help designers visualize how users will interact with the application. They can use the storyboard to map out user flows and identify potential pain points or opportunities for improvement. This can help them refine the prototype and ensure that it meets users' needs.
Personas are fictional representations of users, which can help designers empathize with their needs. They can use the persona to inform the prototype's design, features, and functionality.
By combining these tools, designers can create a prototype that addresses users' needs, preferences, and pain points. They should also make sure to test the prototype with users and iterate based on their feedback.