FRANCHESCA SAMONTE 2025. LAST UPDATE: FEB 2025

BRIEF

Create an an engaging and interactive experience with digital, spatial and playful components. Our identified problem area was the pre-concert experience, discovered to be a period of endurance and boredom, as opposed to excitement and anticipation.

DURATION

13 Weeks (Feb - Jun)

TEAM

Myself + 2 Team Members

METHODS + TOOLS

PRODUCT DESIGN

PRODUCT DESIGN

UX

UX

USER RESEARCH

USER RESEARCH

PROTOTYPING

PROTOTYPING

HIGH DISTINCTION

HIGH DISTINCTION

introduction

THE PRE-CONCERT EXPERIENCE

We defined the pre-concert experience as the activities, emotions, and interactions concert-goers engage in before attending a live music event, including:

  • Preparing and organising travel arrangements and concert outings

  • Queueing outside the venue

  • Interacting and socialising with fellow attendees

Avid music fans are known for spending a lot of time waiting before a concert to get the best view as possible. However this comes at a psychological cost, as waiting is often perceived as an obstacle (Chebat et. al., 1993). Just as concert-goers feel excited during the main show, why can't they also feel anticipation beforehand?

Here's what we also discovered:

Phones, games or talking with friends are often merely coping mechanisms - they don't spark anticipation or are memorable.

Spaces outside venues lack recreation.

Crowded waiting spaces exacerbates social awkwardness and fears of rejection.

As a music fan myself who has been to many concerts, the lack of recreation outside of concert venues was a standout limitation. We saw opportunities in the pre-concert experience that could align with the brief - but not to jump ahead! Of course we had to conduct some valuable research first :-)

As a music fan myself who has been to many concerts, the lack of recreation outside of concert venues was a standout limitation. We saw opportunities in the pre-concert experience that could align with the brief - but not to jump ahead! Of course we had to conduct some valuable research first :-)

research

PRIMARY RESEARCH

Our secondary research of articles and academic papers (plus our own personal anecdotes) helped us to gain foundational knowledge surrounding the limitations of the pre-concert experience, and what concert-goers do to cope. To gain a deeper understanding, we aimed to assess the pre-concert experiences of people waiting at concert venues first-hand.

Our Research Objectives

  1. Understand what people value as part of their concert-going experience.

  2. Identify any problems or barriers concert-goers encounter when waiting at concert venues.

  3. Learn about any enhancements people might make to boost their pre-concert experience.

  1. Understand what people value as part of their concert-going experience.

  2. Identify any problems or barriers concert-goers encounter when waiting at concert venues.

  3. Learn about any enhancements people might make to boost their pre-concert experience.

We conducted five methods of research to answer these objectives and obtain insights to refine our problem space. Most of these methods were conducted contextually at a venue pre-concert, allowing us to obtain detailed and accurate findings.

Contextual Observations

Enabled us to gain a holistic overview of how concert-goers interact and behave in the physical spaces around them. It also helped us to identify problems encountered while waiting at concert venues.

Contextual Inquiries

We also conducted short in-situ interviews with 7 participants to gain an in-depth understanding about their experiences and opinions relating to concerts and waiting spaces outside venues.

Mapping Space

This diagram holistically captured the behaviours of concert-goers and spatial data of the space outside concert venues.

Interviews

We conducted 15-20 minute semi-structured interviews with 6 participants. We probed survey responses, inquired participants about their concert-going journeys and opinions of pre-concert experiences.

Surveys

42 responses from concert-goers helped us to identify general trends and generate quantitative and qualitative data of relating to the pre-concert experience.

Snapshot of survey responses.

Snapshot of survey responses

TRIANGULATION - WHY ALL THESE RESEARCH METHODS?

Triangulation of our research methods.

Triangulation of our research methods

Triangulation of our primary data ensured that the "weaknesses can be compensated for by the strengths of other data, thus increasing the validity and reliability of the results" (Panagiotidi, 2022). Whilst we each had our own experiences going to concerts, it was crucial that we avoided any biases and obtain a more holistic and objective understanding with the five methods.

problem

ANALYSIS

To generate actionable insights, we utilised thematic analysis of data from contextual inquires, observations, interviews and surveys. This method was chosen for its flexibility, accomodating for both qualitative and qualitative data, of which we could identify underlying patterns.

We consolidated over 350 data fragments from our research into a master spreadsheet. We then created and assigned 60 codes, afterwards organised into 12 themes in an affinity diagram.

350 data fragments

60 codes

Affinity diagram of 12 themes

SYNTHESIS

Grouping our generated themes based on interconnectedness and relevance generated five key insights:

1

1

Concert-goers will endure discomfort during the pre-concert experience and need assistance maintaining anticipation and excitement.

Concert-goers will endure discomfort during the pre-concert experience and need assistance maintaining anticipation and excitement.

2

2

Discomfort arises from the physical spaces outside concert venues as they are inadequately designed for relaxation or recreation.

Discomfort arises from the physical spaces outside concert venues as they are inadequately designed for relaxation or recreation.

3

3

Enabling concert-goers to create keepsakes strengthens their personal bond with the artist by sharing and preserving live concert memories.

Enabling concert-goers to create keepsakes strengthens their personal bond with the artist by sharing and preserving live concert memories.

4

4

Inhibiting fears of rejection and vulnerability, and promoting social aspects of the concert experience can lead to meaningful connections.

Inhibiting fears of rejection and vulnerability, and promoting social aspects of the concert experience can lead to meaningful connections.

5

5

Shared empathy (emotional reciprocity) should be extended toward all aspects of the concert experience.

Shared empathy (emotional reciprocity) should be extended toward all aspects of the concert experience.

With the respective support of unbiased and rigorous data, we were confident that each insight was actionable and fundamental for future design decisions.

With the support of unbiased and rigorous data, we were confident that each insight was actionable and fundamental for future design decisions.

User Topology

To further extrapolate our generated insights and flesh out the diverse needs and motivations of concert-goers, we created a user topology. This allowed us to accommodate for these various archetypes in our design solution without creating multiple personas.

Meet Kirstin!

According to our user topology, Kirstin is what you would call an "Enthusiast". She thrives on connections with music and other enthusiast fans, however she frustrated by long queues, anti-social behaviour from other concert-goers, and the lack of recreational spaces.

Kirstin's persona profile

Kirstin's persona profile

Kirstin's user journey

Kirstin's user journey

Kirstin's profile and user journey helped us to identify actionable needs that maintains her anticipation and excitement with fellow fans. It also highlighted her low points, presenting us with design opportunities as we move onto the next stages.

REFINED PROBLEM

How Might We…

Create a solution that focuses strongly on the pre-concert experience, particularly to sustain anticipation of concert-goers, and strengthen their interpersonal relationships and connections to music.

Create a solution that focuses strongly on the pre-concert experience, particularly to sustain anticipation of concert-goers, and strengthen their interpersonal relationships and connections to music.

ideate

ideate

GENERATING IDEAS

After brainstorming individually, we each created storyboards of our best ideas to help us envision the user journeys and how they would interact with the product.

We selected our concept using a decision matrix, consisting of a criteria that aligned with the project brief and our fundamental insights. This ensured that we moved forward with the strongest concept that can address our identified problem.

There were our top 3 concepts:

Photo Sharing Booth

Fan Domes

Concert Line Play Tiles

Based on the criteria and scores, we chose to develop "Concert Line Play Tiles" for its practicality in tackling emotional low points at concerts, such as boredom and frustration in long queues.

To summarise the concept, underneath queuing concert-goers are "play tiles" that light up. The experience is supplemented with an app similar to Kahoot, on which they will answer questions related to the performing artist. Based on their answers, the "play tile" beneath will light up with a corresponding colour. Concert-goers can recognise what others answered based on their coloured tile, potentially sparking social interaction.

These ideas that we generated taught me while ambition can lead to engaging and interesting ideas, its important to consider the concept's feasibility, viability and desirability. These 3 factors force you to look back at your insights, and question if the concept addresses the core needs of the user. I like to think of it as balanced innovation!

These ideas that we generated taught me while ambition can lead to engaging and interesting ideas, its important to consider the concept's feasibility, viability and desirability. These 3 factors force you to look back at your insights, and question if the concept addresses the core needs of the user. I like to think of it as balanced innovation!

CONCEPT DEVELOPMENT

Consulting with our tutor revealed three issues…

  1. Forcing users to download an extra app can be a hindrance. Particularly when they won't use it as often!

  2. It lacks a strong user incentive, as initiating conversations with strangers can be daunting.

  3. Floor tiles isn't as interesting or innovative as we thought - how else could we integrate elements from the environment?

  1. Forcing users to download an extra app can be a hindrance. Particularly when they won't use it as often!

  2. It lacks a strong user incentive, as initiating conversations with strangers can be daunting.

  3. Floor tiles isn't as innovative or spatial as we thought - how else could we integrate elements from the environment?

Iteration 1

For our first iteration, we solved the issue of the required app download, replaced by a light-up wristband with intractable buttons. However it still did not address the two other issues as mentioned above.

Storyboard of iteration 1

Iteration 2 (Our Final Concept!)

Through research, we discovered that group activities fulfill our need to belong through social interaction. Thus, we chose to integrate a group activity with a shared goal to incentivise user interaction. Our precedent research of "participatory art" revealed installations that blend soundscapes or music and encouraged people to become a part of the creative process.

Our discoveries led to Barricade DJ! It combines digital, spatial and playful elements to create a fun and social experience. Together, concert-goers co-create a soundscape that connects them with their favourites artists through music.

Storyboard of iteration 2

Here's how it addressed the identified issues:

What insight does it address?

What insight does it address?

Requirement of downloadable app to participate.

Use of keepsake wristbands to participate. Simplifies steps for users!

Insight 3

Social aspects lack a strong user incentive.

Encouragement of collaboration to create a soundscape.

Insight 4 + 5

Better integration of elements from the environment.

Use of digital screens and interact-able barricades present at venues.

Insight 2

All of these revisions also helped to address Insight 1, as strengthening connections between fans and the artist through music helps to maintain anticipation and excitement.

BEFORE WE BEGIN PROTOTYPING…

We sent out a "Concept Test" survey to gauge whether concert-goers understand how Barricade DJ works, and their opinions + suggestions regarding its usage. While most participants understood the concept, we received valuable forethought and adjusted some logistics:

Most responses stated that crowds would be unmanageable.

Flexibility of 2-5 players at time which is more suitable for crowd flow.

Sound might be hard to hear within the crowd.

Inclusion of speakers for prototype.

prototype

OUR PROCESS

LOW-FIDELITY

LOW-FIDELITY

MID-FIDELITY

USER TESTING

MOCKUP

LOW-FIDELITY

MID-FIDELITY

USER TESTING

HIGH-FIDELITY

LOW-FIDELITY

Our main focus at this stage was developing each component of Barricade DJ with consideration of how they would work in tandem with each other.

Light Bands

Sketches of the keepsake light band with buttons, inspired by the light bands from the Taylor Swift and Coldplay concerts. These are used to interact with the digital screens.

Barricades

The poles are interact-able with touch, generating a sound from an instrumental layer of a song. When touched, the player's light band also lights up with the corresponding colour. Each player is assigned their own pole.

HIGH-FIDELITY (PHYSICAL PROTOTYPE)

Barricade

Instead of flimsy cardboard, we used a set of cut PVC pipes and connectors - a lot sturdier!

To mimic the light-up colours of Barricade DJ, we wrapped coloured cellophane around each pole.

The PVC connectors helped to easily hold the frame in place!

Everything put together!

Light Band

We created the light band prototype using slap-on wristbands and cardboard. We opted for a 2 button design for simplicity and to increase the chance of an outcome where majority rules.

Digital Screen (Song Voting)

What type of song would be perfect on a first date?


HAPPY VS. WISTFUL

Initial Prompt

Which is the best song to sing in the shower?


SONG A VS. SONG B

Revised Prompt

What type of song would be perfect on a first date?


HAPPY VS. WISTFUL

Initial Prompt

Which is the best song to sing in the shower?


SONG A VS. SONG B

Revised Prompt

We decided against our ambiguous prompts we initially had. Instead, voting over song titles:

  • Is more engaging and better at prompting socialisation - connecting fans through music

  • Builds anticipation as players have knowledge of the songs beforehand

Both of which enhance group synchronisation and teamwork!

Slide 1

Digitial Screen Prototype

Design Decisions

Onboarding UI with visuals

Learnability and retention during play sessions.

Progress bar

Affords more time for players to discuss votes

Makey Makey Magic!

Our secret to simulating the interact-able poles was a controller kit called Makey Makey. Combined with lots of alligator-clip cables and aluminium foil connected to the poles and wristbands, we were able to produce snippets of sound. Makey Makey software allowed us to assign specific snippets to each pole.

Although we had to make compromises unrepresentative of our user experience, we believed these were minor tradeoffs for achieving a responsive installation suitable for testing.

USER TESTING

Although we had to make compromises unrepresentative of our user experience, we believed these were minor tradeoffs for achieving a responsive installation suitable for testing.

Testing Protocol

Testing sessions were conducted in groups of 2-5 participants, simulating an end use scenario.

THINK-ALOUD

Verbalise participant's thought process, expectations and uncertainties.

Verbalise participant's thought process, expectations and uncertainties.

SUS SURVEY

Quantifiable measure of ease of use and satisfaction.

POST-TEST INTERVIEW

Learn about user's difficulties and understanding of Barricade DJ's use-context.

Our Evaluation Objectives

  • Is the objective of the prototype clear and engaging?

  • Do users feel inclined to work with others to “play” the song?

  • Do users feel hyped or energised once they’ve played the song?

The Results...

We conducted user testing with a total of 6 groups, noting down any observations. We were able to conduct interviews with 13 participants.

70.4

Average SUS

Our SUS scores indicated "good" usability, however there were some needed changes based on feedback as we move onto higher fidelity.


"Mothers don't need an information overload, keep it simple." - Tutor Participant

Our prototype in action!

The Results...

We conducted user testing with a total of 6 groups, noting down any observations. We were able to conduct interviews with 13 participants.

70.4

Average SUS

Our SUS scores indicated "good" usability, however feedback revealed that changes are required so users are able to jump in and play Barricade DJ more confidently.

“I feel like there's a lot of parts that when you first look at it, it just looks very confusing. It doesn't make it simple for you at first.” - Participant

Here are some key takeaways from our testing sessions:

Successful User Flow

Successful User Flow

We found that most users could successfully complete the tasks of choosing a song unanimously, voting on a song and playing it together.

We found that most users could successfully complete the tasks of choosing a song unanimously, voting on a song and playing it together.

Collaborative + Social

Collaborative + Social

Users expressed that they enjoyed the collaborative and social aspects of our design, and appreciated its unique purpose in actual pre-concert spaces.

Users expressed that they enjoyed the collaborative and social aspects of our design, and appreciated its unique purpose in actual pre-concert spaces.

It's Super Cool!

It's Super Cool!

Users expressed they highly enjoyed the working interact-able poles despite the tradeoffs we had to make visually.

Users expressed they highly enjoyed the working interact-able poles despite the tradeoffs we had to make visually.

Difficult to Learn

Difficult to Learn

Users were confused due to a technical delay of sound and the different instrumental parts. Users needed assistance to learn their assigned part, and know to listen to each other to play in harmony - we had to step in and tell them this.

Users were confused due to a technical delay of sound and the different instrumental parts. Users needed assistance to learn their assigned part, and know to listen to each other to play in harmony - we had to step in and tell them this.

UI Needs Improvement

UI Needs Improvement

The above issue was compounded with unclear onboarding UI that felt too quick - the users were thrown into the deep end. The UI also needed to visually guide users for the timing of their parts as hearing each other was at times difficult.

The above issue was compounded with unclear onboarding UI that felt too quick - the users were thrown into the deep end. The UI also needed to visually guide users for the timing of their parts as hearing each other was at times difficult.

This experience taught me that you cannot expect users to learn quickly, no matter their demographic, or how simple you think your product or design is. Learnability is so fundamental that sometimes you'll need to hold the users hand when its their first time!

This experience taught me that you cannot expect users to learn quickly, no matter their demographic, or how simple you think your product or design is. Learnability is so fundamental that sometimes you'll need to hold the users hand when its their first time!

HIGH-FIDELITY

Although a working high-fidelity prototype was not a part of the project roadmap, here are some iterations we planned to make:

1

1

In-active and active zones

Better integration with spatial elements and flow of the queue

Our research revealed that how customers perceive their progress through a queue can be just as important as their actual progress. By alternating between in-active and active (play) zones,  they are given a sense of progression and entertainment, subsequently building anticipation for their next turn to play. Breaks in inactive zones give time for concert-goers to mingle.

2

2

More clear contextual instructions in onboarding UI

Increased learnability, ease of use and overall enjoyment

Precedent research of exisiting rhythm games helped us to design a UI system with visual cues that acts as a timing guide as users play. Each icon represents an instrument that when glowing and pulsating, indicates when to touch the pole. 

3

3

Synced digital screens for all players, integrated in the environment

Allows for a more synced and unified playing experience

Our solution requires a complementary digital interface to display the UI, but we encountered difficulties envisioning its seamless integration into the environment. To address this, we had a look at outdoor digital billboards, kiosks and and mobile LED signs (like ones we observed at ACCOR Stadium) which can be strategically placed around venues.

Rather than having exclusive sessions in each play zone, we would make all the digital interfaces across the venue display the same UI flow, at the same time. This would also help to prevent sound issues between play zones, as it would now be synced.

final product

BRANDING + DESIGN SYSTEM

The Theme is… Retro!

We iterated on our previous UI design and opted for a retro aesthetic. We believed this was more fitting with the vibrant coloured poles, and the key aspect of Barricade DJ's experience - music.

Moodboard

Some cool 3D assets I made on Womp!

Slide 1

Iterated UI screens

USE CONTEXT STORYBOARD

USE CONTEXT STORYBOARD

DEMO VIDEO

DEMO VIDEO

LIMITATIONS

Lack of Access to Intended End Users

As this was a face-paced and limited resourced project, we lacked access to mothers and partners. More primary data and testing feedback from our target end users would have been beneficial, as they could provide more rigorous and context-relevant insights.

Lack of Access to Intended End Users

As this was a face-paced and limited resourced project, we lacked access to mothers and partners. More primary data and testing feedback from our target end users would have been beneficial, as they could provide more rigorous and context-relevant insights.

Maternal Care Shortage

Thinking about limitations from a broader perspective, we must consider if there are enough maternal care workers willing or available to actively support mothers on WEEVE.


Increasing demand: There is a need for at least 20% new midwifery students to meet demands. (Homer et al., 2024).

Diminishing supply: 1 in 3 current midwives considering leaving the profession (Homer et al., 2024).

Maternal Care Shortage

Thinking about limitations from a broader perspective, we must consider if there are enough maternal care workers willing or available to actively support mothers on WEEVE.


Increasing demand: There is a need for at least 20% new midwifery students to meet demands. (Homer et al., 2024).

Diminishing supply: 1 in 3 current midwives considering leaving the profession (Homer et al., 2024).

WHATS NEXT?

"The Fourth Trimester"

With WEEVE, we could propose an initiative "The Fourth Trimester", or integrate with existing initiatives, to improve postpartum care with maternal health research units in local hospitals. Out app could be trialed as a hand-off once mothers are discharged from hospitals.

"The Fourth Trimester"

With WEEVE, we could propose an initiative "The Fourth Trimester", or integrate with existing initiatives, to improve postpartum care with maternal health research units in local hospitals. Out app could be trialed as a hand-off once mothers are discharged from hospitals.

Referral Partnerships

Build referral partnerships with other related services like the Perinatal Anxiety & Depression Australia helpline to further extend the reach of mothers with maternal support. These services and organisations can also provide connections with healthcare professionals, providing better options when booking appointments.

Referral Partnerships

Build referral partnerships with other related services like the Perinatal Anxiety & Depression Australia helpline to further extend the reach of mothers with maternal support. These services and organisations can also provide connections with healthcare professionals, providing better options when booking appointments.

Referral Partnerships

Build referral partnerships with other related services like the Perinatal Anxiety & Depression Australia helpline to further extend the reach of mothers with maternal support. These services and organisations can also provide connections with healthcare professionals, providing better options when booking appointments.

Referral Partnerships

Build referral partnerships with other related services like the Perinatal Anxiety & Depression Australia helpline to further extend the reach of mothers with maternal support. These services and organisations can also provide connections with healthcare professionals, providing better options when booking appointments.

REFERENCES