User Surveys

JAMR distributed an online survey in order to collect information from potential app users in regards to their needs and preferences.

Following ERGO ethics committee authorisation, the platform Survey Monkey was implemented to set up an online survey with a variety of nine multiple choice, sliding scale or open ended questions.

The survey URL was emailed out to the student population of the University of Southampton who fall into the user profile demographics of our design.

The responses were analysed and are discussed below.

 

Question 1. Your Age.

survey Q1

Data suggests that interested users of this app are within the age category of 18-20 (36.36%) and 21-23 (40.91%) with some users aged 24-25 (22.73%).

This matches our predicted demographic of users and aim to market the App at the 18-25 age range, focusing on University students.

 

 

Question 2. Your current level of education.

survey Q2

Data suggests that interested users of this app are currently studying or are about to commence study at degree level.

This supports our intention to market the app at University students.

 

 

 

Question 3. Do you have any travel experience before you started university degree?

survey Q3

Data suggests that majority of interested users of this app have some travel experience (61.9%) with almost one third of users having a lot of experience.

This data has justified our responses have come from users with experience that can better suggest travel app solutions and those who are more likely to use the app itself.

 

 

Question 4. When do you use the internet when searching for travel inspiration?
survey Q4

Data suggests that interested users of this app search for travel inspiration in the weeks prior to travel and during travel (86.36%).

 

 

 

 

Question 5. During travel.
Survey Q5a

Data suggests that interested users of this app mainly use online public searching platforms such as google and bing (77.2%) whilst travelling, or social networking sites such as facebook (54.55%).

The ‘Other’ response was Twitter.

This suggests that there are no travel specific social networking platforms currently being used.

 

Survey Q5b

 

 

 

 

 

Question 6. What online platforms(s) do you use for travel socialising and sharing?

survey Q6

Data suggests that interested users of this app rely on facebook (77.27%) and TripAdvisor (45.45%) social networking platforms for travel based information sharing.

This suggests that there are no travel specific social networking platforms currently being used.

 

 

survey Q6b

 

 

 

 

Question 7. How often do you use mobile apps?

survey Q7

Data suggests that interested users of this app are keen users of mobile devices for information seeking, either solely user a mobile smart phone (40.91%) or using one at least daily (40.91%).

This data supports our decision to focus development of our app for the mobile smart phone market initially.

 

 

 

Question 8. Why do you choose the internet to help you pick travel destinations?

survey Q8

Data suggests that interested users of this app use the internet to help choose travel destinations because it is convenient (72.73%) or that they don’t need to rely on other sources (36.36%).

This supports our decision to focus development of our app for the mobile smart phone market initially.

 

 

 

 

Question 9. Further suggestions.
survey Q9Four of the respondents that were interested users of this app have suggested:

Offline functionality. Which will will include with downloadable maps and guides.

Find a buddy – Tinder style function. Which we will include with the connection feature.

Area specific things to do. Which we will include on our downloadable maps.

Anonymous users. This is not something we plan to include, since the social networking aspect relies on users being visible in order to connect.

Personas

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We have outlined in detail our goals and incentives, and especially mentioned our focus on the user, so now it is reasonable to prepare persona portraits to encapsulate our typical audience representatives.

In any platform development and design, it is necessary to think about who, how and why will use your product. Taking into account habits, wishes, concerns of our personas will drive the design vision and functionality of our app. We take into consideration the ‘use activity’ in order to compile our development requirements.

Behind our user interface is the understanding of real-life interfaces to support the process of traveling. We believe in a niche targeted approach so that best suitable scenarios fit a prefixed user group of a certain type.

In their academic research Viana G., Robert JM. (2016) give a definition for personas: they “are “hypothetical archetypes of actual users through which designers can develop a precise description of [the] user and what he wishes to accomplish”. In their paper, they conclude that building personas is helpful for designers to visualise and summarise functionalities and features of a product that is to be developed. Although, they note that it should be done in conjunction with real user usability testing. That said, our persona portraits represent a concentrated view from different angles of our potential users.

Our personas were generated from the thorough review of forums and related social networks followed by classification and critical analysis.

First, we brainstormed persona types and came up with three portraits: an undergraduate first-year student (18-22), a mature student (22-25) and a commercial partner. Our user experience team talked to representatives of these user groups (at university, book stores) acquiring tons of data and identifying motivations, worries, past experience, characteristics, and needs.

Second, our team collectively gathered, sorted out, systemised and classified all the data to produce objective portraits with a rich description of each persona.

Here are the results:

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We hope that such user-centric design will elevate our product value to the highest level.

All images are used under CC license.

Goldfish attention span

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According to Microsoft research report, user attention span since the adoption of mobile technologies has fallen so low that even a goldfish can keep its thoughts for longer. In numbers, from 12 seconds to 8s!

Researchers in Canada studied electroencephalograms (112 participants) along with quantitive surveys (2000 participants) data to produce those controversial results:

Screen Shot 2017-03-12 at 13.37.10

The Web has enabled multitasking and provided a vast amount of information sources but changed the way users interact with the digital world: web consumers find it hard to focus on resources and content that demand prolonged concentration time.

Whether those controversial figures are accurate or not, the main point is evident: consumers interact with technologies differently than a decade ago.  Mobile phones, broad connectivity, social networks, and network effects changed the framework of user interaction for all web platforms.

All industries have to accept new rules of the game, and the travel industry as much as any other commercial sector. Relevant to our project is the article by National Geographic. It claims that Instagram significantly influences travel decision making. The concept of photo sharing on mobile devices is a fast and convenient way to hold that attention span and provide maximum content in a compressed format. Also, as a social network it has its important influencers, nodes with a high degree of centrality, thus, for example, an inspiring picture of Eyjafjallajökull volcano in Iceland by a user with +5K followers can attract considerable crowds to the real site.

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The practice of sharing inspiring travel content and online booking systems mean that you can easily choose and then reach any destination in a couple of clicks. Many tourist boards in countries like New Zealand, Australia, Norway have been using that phenomenon for their benefit. Inviting trendsetters to come and share their experience with the followers has been proven as a positive revenue model. For example, the town of Wanaka, New Zealand, in 2015, has gained a 14 percent increase in tourism by such practice.

Indeed, some controversial issues such as trendsetting versus conservation policy or basic safety precautions (Instagrammers risk their lives to get a great shot) have been at discourse. Nevertheless, it is clearly all about reaching the right balance between finding inspiration for travel destinations and mindlessly following some other person’s life.

So what does it mean for our App?

First, it is important to point out that our business philosophy aims at making young people happy and keeping them safe. Initially, we are aiming for a social benefit as our priority with future potential in monetization by partnering with trusted online booking service platforms. That is why we will connect our audience with trustworthy advice from people like them who have already experienced traveling at a particular site. We provide a platform for sharing ideas, advice, and inspirations. The Microsoft article points out some useful guidelines for marketers of digital products: to make your brand personal and transmit clear consumer value. That said, our team ensures we can answer such questions through the project’s lifecycle: how can we make our consumer’s life better, how can we satisfy their needs and concerns, and is our product relevant to their problems?

Second, our target audience is early adopters, heavy social media users. They use their attention more efficiently by quickly detecting which sources are worth it and which are not. They have an ability to multi-screen and parallel tasks, so the important question is not “how has the attention span changed in seconds?”, but more of “how can you grab the attention of a potential user for those 8 seconds?”. Do you concentrate on unique content, some innovative idea, creative environment, the presence of influencers?

The answer is, all of the above.

Keep it simple, clear, relevant, creative – that is our motto.