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Concert Buddy�A platform for Concert-Goers

�Latasha Bankston�Opeyemi Animashaun�Rishika Sokke Geethachari �Rose Broccolo�Sai Srivathsav Andem

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PROJECT OVERVIEW

The entertainment world is constantly evolving, and with it comes a demand for innovation. Technology is now available that allows us to meet consumer demands in previously impossible ways. As the live music industry bounces back from the pandemic and more people attend concerts, we were inspired to create a platform that offers features to make their concert experience more enjoyable and convenient.

Our vision is to create a fun and helpful platform for consumers who frequently attend concerts. The platform will allow users to track shows they have attended, share experiences and reviews about the artists and venues, locate friends and parking, and help increase engagement between artists and their fans. Users will be able to access the platform on the web and mobile devices, including phones, tablets, and watches. Overall, we want to create a communal experience that stretches beyond simple archiving but extends to create connections, dialogue, and a celebration of the art of music.

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PROJECT OVERVIEW

We conducted literature reviews about our topic to gain insights into the live music industry. According to the studies, there is a shift in the industry as album sales decline, and live concerts are in demand. Technologies like machine learning are being used to provide an enhanced concert experience. Additionally, concert-goer experiences are influenced by factors such as attendance, safety, and unbiased reviews. Lastly, user generated content and real-time challenges are prioritized to make use of the power of crowdsourcing. These insights provided an understanding of the event industry and helped us identify potential innovations.�

The guiding principles for this project are to create a user-friendly and helpful app for concert enthusiasts and superfans that can be accessed from multiple devices.

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PROJECT GOALS

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Create a user-friendly platform accessible on mobile, web and smartwatches to allow users to track and review concerts and festivals.��Measure: Cross-Platform Usage - Evaluate the adoption and usability of the platform on different devices, ensuring a consistent and enjoyable user experience.

Stand out from competitors by implementing a rating system for reviews, providing users with a more nuanced understanding of concert experiences and personalized assistance.��Measure : Analyze the average review ratings and user feedback to assess the impact of the review scales on user perception and decision-making.

Facilitate meaningful interaction between small artists and their fans, providing a unique and innovative way for fans to connect with their favorite artists.��Measure: Monitor the involvement of artists on the platform, including responses to fan reviews and engagement in community discussions.

Differentiate the platform by incorporating detailed and helpful information about concert venues, enhancing the user experience.��Measure: Track the expansion of venue information in the platform's database, ensuring a comprehensive and up-to-date resource for users.

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METHODS & GOALS

Delivery

Testing Phase-I

Discovery Phase

  • Competitive Analysis
  • User Interviews
  • Survey
  • Inductive Coding & Affinity Mapping
  • Scenarios & Personas
  • Observations & AEIOU framework
  • Priority Matrix
  • Hi-fi Prototype
  • Presentation

Design Phase-II

Design Phase-I

  • Mood Boards
  • Information Architecture
  • Wireframing
  • Lo-fi prototype
  • Visual Design
  • Hi-fi Prototype

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Tools Used

Google Drive

Figma

Atlas.ti

Chat GPT 3.5

Qualtrics

Optimal Workshop

Adobe Creative Suite

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COMPETITIVE ANALYSIS

We carried out a competitive review to find where our platform could fit in the market. The main competitors we identified were Concert Archives and POSH. These two platforms have similarities to our product, but we believe there are areas for improvement that we can provide to the market. We also compared our idea with ticketing apps such as TicketMaster and music apps such as Spotify, however we do not believe our platform competes with these.

Because Concert Archives is our closest competitor, we also completed a ChatGPT review of the platform. The AI tool helped provide us with insight into what features the users like the most, and where there is room for improvement. Limited social interaction, for example, was one of the main complaints based on user reviews. Based on this information, our team was able to get a better idea of what our target users are looking for.

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COMPETITIVE ANALYSIS

Application

Description

Cost

Features

Ease of Use

POSH is a live event experience app to buy and sell tickets and discover events in your area. You can also find information about who is attending the event you are going to.

Free (paid features available)

  • Event Discovery
  • Event creation and posting
  • Ticket Purchasing
  • Event Details
  • Mobile Tickets
  • Alerts and Notifications

The POSH interface is minimal and not very organized. When opening the app or website, it shows a bunch of events based on your location, but also shows events outside in other cities. It seems to be a flawed algorithm. Once clicking on an actual event, the interface looks cleaner and nice.

Concert Archives

https://www.concertarchives.org/

Diary app to track the concerts users have attended. They can also search for upcoming concerts . Users can post content about their experiences and view setlists of the songs they experienced.

free

  • Record and comment on concerts and venues attended
  • Post photos and videos from concerts
  • View setlists from the concerts you’ve been to.
  • Discover upcoming concerts and receive personalized recommendations based on history

Concert Archives is very easy to use and has many desirable features. Its main purpose is to track (archive) concerts one has attended, so there are minimal options for reviewing and no options to interact with artists.

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CHAT GPT 3.5 ConcertArchives Anaylsis

Based on the reviews provided, the favorite features of the ConcertArchives app include:�

  1. Concert Tracking: Users appreciate the ability to track all their concerts in one convenient app. They find it neat to be able to go back and see all the shows they've attended, ranging from big to small events.�
  2. Concept: Many users love the concept of the app, which allows them to keep a diary or archive of the concerts they've attended. They find it exciting to have a dedicated platform for sharing their concert experiences without bothering those who may not share the same enthusiasm for concerts.�
  3. Notification of Concert Memories: Users enjoy receiving notifications of concert memories, which adds a nostalgic element to their experience with the app.

Based on the reviews provided, the most disliked features or issues with the ConcertArchives app include:

1. Lack of Integration with Music Apps: Some users have expressed frustration over the app's lack of integration with music apps to track artists they like. They feel that this feature would enhance the app's usefulness and convenience.

2. Limited Social Interaction Features: Some users have mentioned limitations in the app's social interaction features. They express a desire for more ways to interact with other users, such as posting to the news page or engaging with notifications.

3. Inability to Upload Videos Directly: One user mentioned a desire to upload videos directly into the app, rather than having to use links. This feature is not currently available, and its absence has been noted as a drawback by some users.

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SURVEY

DATA COLLECTION STAGE

Early in the process, we sent out a qualtrics survey about what people would want in a concert app. The survey was 17 questions. We asked questions regarding travel, frequency, and overall experience. We had 67 participants and this helped by providing initial data on what people prioritize in their concert experience.

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CARD SORT

DATA COLLECTION STAGE

Using the online tool Optimal Sort, we created a closed card sort activity. The goal of this was to help with the information architecture of our platform. We want our app to be usable and straightforward, and card sorting is a great way to find out how users would approach the layout. We had 11 participants who were fellow classmates. After completing the activity, they provided feedback on how the activity went, and discussed specific suggestions. This was rich feedback because not only did we have the data of the activity, but also the explanations.

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INTERVIEWS

DATA COLLECTION STAGE

The final stage of initial data collection was to interview prospective users. The goal of the interviews was to dive deeper into the concert experience and find the pain points and user needs. We asked specific questions related to the artists, the venues, and the overall environment.�We recruited interview participants through various networks or friends of friends. It was important to find people who attend concerts or festivals at least once a year (preferably more).

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Once the interviews were complete, we coded them using Atlas.ti. Once the coding was complete, we created an Affinity Diagram to properly analyze the data.

From there, we could begin the design process.

User Actions

User Frustrations

User Wants

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DESIGN STAGE

PERSONAS

With the data compiled from the surveys, card sort, and interviews, we put together personas, scenarios, and a customer journey map to kick start the wireframing process. The goal of these tools was to create a template user to have in mind while designing the platforms to keep in mind the user needs.

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After completing the scenarios and personas, we put together a customer journey

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After completing the scenarios and personas, we put together a customer journey

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DESIGN STAGE

RESEARCH RESULTS

We decided to start with a broad idea, and used the data collection phase to narrow down what our product should focus on. The interviews provided us with the best contextual and qualitative data, while the surveys gave us more quantitative data. The combination of the two methods provided rich feedback to help us hone in our design.

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DESIGN STAGE

RESEARCH RESULTS

We discovered there was a variety of user goals and frustrations when it comes to the concert experience, but some of the common areas we found were as follows:

  1. Transportation information: getting to and from the venue, public transportation, parking information
  2. Safety and security, including crowd management
  3. Specific venue details:
    1. Bathroom information
    2. Coat check - is it cash only?
    3. Cost of drinks
  4. Reviewing and saving history of concerts (*user goal)

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DESIGN STAGE

COGNITIVE WALKTHROUGH

We had classmates complete five user tasks as part of a cognitive walkthrough. The purpose of this method was to improve the usability of our app by identifying and addressing potential issues early in the design process. We asked the following “yes or no” questions for multiple actions in each task:

  1. Is the effect of the current action the same as the user's goal?
  2. Is the action visible?
  3. Will the user recognize the action as the correct one?
  4. Will the user understand the feedback given by the system?

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Addressing these issues would lead us to a more user-friendly and intuitive interface. See below tale for a short summary of the cognitive walkthrough results.

Task

Will users understand how to start the task?

Able to complete task?

Time to Complete

Errors

You just got tickets for an upcoming concert. Add the new concert to the ConcerBuddy App.

Yes

Yes

20 Seconds

2

It is the day of the concert and you are looking for parking. Find a parking spot for the venue.

Yes

Yes

3 minutes

0

You are at a concert, and you need to use the bathroom. Use the ConcertBuddy App to find the bathroom at the venue.

Yes

Yes

1 minute

2

The concert is over. Leave a review for the parking spot that you found in the second task.

No

Yes

1 minute

3

It is the day after the concert. Using the ConcertBuddy App, write a review of your concert experience and archive a memory for the concert.

Yes

Yes

2 minutes

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FEEDBACK FROM COGNITIVE WALKTHROUGH

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While the modal confirms the concert has been added, I wish there was a screen confirming the details of the concert/ticket. This is especially important if I'm scanning the ticket, there's no�way of knowing if that was correct until I go�deeper in the app.�

After incorporating the feedback, we implemented a confirmation popup to ensure that users are notified when a ticket is successfully added.

If I'm only trying to find the bathroom at a concert venue, I'd probably just close my app before selecting Done.��The original sequence for this task involved users reaching the required destination and then selecting the "Done" button. After receiving feedback, we decided to enhance this process by adding a time-based popup, which was found to be more effective.

Starting from the notification to archive memories doesn't naturally

feel like the first step to me. Maybe there could be a more solid decision whether the terminology being used is 'save your memories' or 'archive your photos'. Archive seems like a technical term.��After incorporating the feedback, we changed the term to “Archive Photos”. ��

I'm not sure which artist or concert I'm

reviewing until I get there. Also, the Bad Bunny review page has two options for reviewing the performance and the venue, when this was not explicit in the prior screen.�

Based on this feedback, we enhanced the user experience by prominently featuring the concert and venue details, providing users with more information to encourage them to add a review.

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DESIGN STAGE

WIREFRAMING AND PROTOTYPING

Using hand sketching and Figma, we began with low-fidelity wireframes. The goal of the lo-fi wireframing was to get an idea of how the platform will function screen to screen.

The goal of wireframing was to help define the basic structure and layout of our screens, including placement of elements such as navigation menus, buttons, and content areas.

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WIREFRAMING AND PROTOTYPING

  1. Low-Fidelity: The iterations began with sketches which we uploaded to a Figjam board then began creating low-fidelity screens. They helped us visualize the conceptual design of our platform early in the design process, which allowed for quick iteration and feedback. Finally, we were able to use wireframing to prioritize the features that matter most to our users, making them easily accessible.�View Figjam board here: https://www.figma.com/file/yOGYPyccaiQEJwuR4kD0fO/Concert-Goers-Prototype-Plan?type=whiteboard&node-id=0%3A1&t=YrOtcPWmplgeGcJm-1

  • Mid-Fidelity: Once we received initial feedback and reviewed the low-fidelity prototype ourselves, we proceeded to create a mid-fidelity prototype. We used Figma prototyping function to show the user flow. The mid-fi prototype was tested by other classmates. �
  • High-Fidelity: After receiving the feedback on the mid-fidelity flow from our classmates, we started on our high-fidelity prototype. We started with a style guide which shifted as the prototype went through more iterations. The goal of high-fidelity prototyping is to provide an idea of what our final product will look like and use it for research. �

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Mid-Fidelity

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FEATURE MATRIX

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High-Fidelity�Add new Concert/Ticket

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High-Fidelity�Venue Navigation

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High-Fidelity�Archive Images

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DESIGN STAGE

USABILITY TESTS

As our mid-fi prototype developed into the high-fi product, We intend to put our screens through testing. We will test each user flow separately.

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LIMITATIONS AND FUTURE WORK

One limitation of our study is the relatively small sample size for certain research methods, such as the card sorting activity and usability testing. While these methods provided valuable insights, the results may not be fully generalizable to the broader population of concertgoers. Additionally, the informal nature of the usability testing will have introduced biases or inconsistencies in the feedback which will be provided by participants. These limitations should be considered when interpreting the results of the study.

LIMITATIONS

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LIMITATIONS AND FUTURE WORK

While our project successfully achieved most of our goals through the design and testing of the ConcertBuddy prototype, there are clear pathways for further advancement.

  • Conduct broader and more diverse usability tests.
  • Incorporating A/B tests for the home screen design.
  • Exploring the app's usability on smartwatches.
  • Prototyping an artist interaction feature within the app

FUTURE WORK

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THANK YOU