FRANCHESCA SAMONTE 2025. LAST UPDATE: MAR 2026

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

problem

THE PRE-CONCERT EXPERIENCE

Queuing before concerts comes at a psychological cost, as waiting is often perceived as an obstacle (Chebat et. al., 1993).

Queuing before concerts 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?

Just as concert-goers feel excited during the main show, why can't they also feel anticipation beforehand?

PAIN POINTS

PAIN POINTS

Coping Mechanisms

Coping Mechanisms

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

Lack of Recereation

Lack of Recereation

Spaces outside venues often lack recreation or activities to hype up crowds.

Awkward…!

Awkward…!

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

research

PRIMARY RESEARCH

RESEARCH METHODS

RESEARCH METHODS

Contextual Observations

In-situ at a concert venue

Contextual Inquires

With 7 concert-goers

Space Mapping

Of a concert venue

Interviews

With 6 participants

Survey

42 responses

SURVEY RESULTS

Observing and assessing first-hand allowed us to gain a deeper, holistic understanding of pain points and what concert-goers enjoy and expect in pre-concert experiences.

ANALYSIS + SYNTHESIS

Here's how we analysed our data:

350 fragments from all methods to generate…

60 codes that were…

affinity diagramed, forming 12 themes!

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

1

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

2

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

3

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

4

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

5

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

USER TOPOLOGY

Extrapolating our insights to accomodate for various needs + archetypes in our design solution.

MEET KIRSTIN!

MEET KIRSTIN!

She's an "Enthusiast" who thrives on connections with music and other enthusiast fans.

Kirstin's persona profile

Kirstin's persona profile

Kirstin's user journey

Kirstin's user journey

REFINED PROBLEM

How Might We…

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

GENERATING IDEAS

After brainstorming, we landed on three top concepts:

PHOTO SHARING BOOTHS

PHOTO SHARING BOOTHS

FAN DOMES

FAN DOMES

CONCERT LINE PLAY TILES

CONCERT LINE PLAY TILES

Based on the design matrix 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.

Based on the design matrix 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.

CONCEPT SUMMARY

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 major issues…

Consulting with our tutor revealed three major issues…

1

App Download… Ugh…

App Download… Ugh…

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

2

Weak Incentive to Socialise

Weak Incentive to Socialise

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

3

Tiles Aren't Compelling

Tiles Aren't Compelling

Floor tiles aren't as compelling as we thought - how else could we integrate elements from the environment?

Our discoveries led to Barricade DJ!

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 artist with fan through music.

Here's how our iterated concept addressed the identified both issues and our generated insights:

What insight does it address?

What insight does it address?

Requirement of downloadable app to participate.

Use of keepsake wristbands to participate. Simplifies steps!

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.

prototype

prototype

OUR PROCESS

LOW-FIDELITY

LOW-FIDELITY

MID-FIDELITY

USER TESTING

HIGH-FIDELITY

LOW-FIDELITY

MID-FIDELITY

USER TESTING

HIGH-FIDELITY

LOW-FIDELITY TO MID-FIDELITY (PHYSICAL)

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.

Barricade

Barricade

LOW-FIDELITY

LOW-FIDELITY

The poles are interact-able with touch, generating a sound from an instrumental layer of a song. During play, each player is assigned their own pole/layer.

MID-FIDELITY

MID-FIDELITY

Created using PVC pipes wrapped with coloured cellophane.

Light Bands

Light Bands

LOW-FIDELITY

LOW-FIDELITY

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

MID-FIDELITY

MID-FIDELITY

Created 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 in song voting.

Digital Screen (Song Voting)

Digital Screen (Song Voting)

This prompt is… too ambiguous and lacks connection with the artist at first-glance.

More engaging and better at prompting socialisation through music.

Builds anticipation as players have knowledge of the songs beforehand.

INITIAL PROMPT

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


HAPPY VS. WISTFUL

REVISED PROMPT

Which is the best song to sing in the shower?


SONG A VS. SONG B

This prompt is… too ambiguous and lacks connection with the artist at first-glance.

More engaging and better at prompting socialisation through music.

Builds anticipation as players have knowledge of the songs beforehand.

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

DIGITAL SCREEN PROTOTYPE

DIGITAL SCREEN PROTOTYPE

Slide 1
Slide 1

Design Decisions

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!

Makey Makey Magic!

Circuitry and Makey Makey hardware + software enabled us to produce snippets of sound assigned 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.

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

TESTING PROTOCOL

TESTING PROTOCOL

THINK-ALOUD

Verbalise participant's thought process, expectations and uncertainties. Completed in groups of 2-5 partcipants.

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 prototype in action!

Our prototype in action!

RESULTS

17

Participants revealed that..

70.4

Average SUS

Barricade DJ had "good" usability but…

| “…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.” (Tutor Participant)

KEY TAKEAWAYS

KEY TAKEAWAYS

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

Alternating in-active and active play zones

Alternating in-active and active play zones

Better integration with spatial elements and flow of the queue

Better integration with spatial elements and flow of the queue

-> Provides a sense of progression and entertainment, subsequently building anticipation for the next turn to play.

-> Breaks in inactive zones give time for concert-goers to socialise.

2

More clear contextual instructions in onboarding UI

More clear contextual instructions in onboarding UI

Increased learnability, ease of use and overall enjoyment

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

Synced digital screens for all players, integrated in the environment

Synced digital screens for all players, integrated in the environment

Allows for a more synced and unified playing experience

Allows for a more synced and unified playing experience

-> 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.

-> To seamlessly integrated into the environment, we proposed that outdoor digital billboards, kiosks and and mobile LED signs (like ones we observed at ACCOR Stadium) can display the UI.

17

Participants revealed that..

70.4

Average SUS

Barricade DJ had "good" usability but…

| “…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.” (Tutor Participant)

RESULTS

17

Participants revealed that..

70.4

Average SUS

Barricade DJ had "good" usability but…

| “…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.” (Tutor Participant)

final product

final product

BRANDING + DESIGN SYSTEM

The Theme is… Retro!

The Theme is… Retro!

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

MOODBOARD

MOODBOARD

Some cool 3D assets I made on Womp!

Some cool 3D assets I made on Womp!

ITERATED UI SCREENS

ITERATED UI SCREENS

Slide 1

USE CONTEXT STORYBOARD

DEMO VIDEO

If Barricade DJ was a fully working product in the real world!

LIMITATIONS + LESSONS

Time Constraints

Time Constraints

As a university project, we were required to deliver within short time-frames. Our background and primary research was strong, however I believed we could have prioritised our prototype towards the end, developing our UI screens further. Overall, this experience taught me that with time-management comes priority for what needs more attention.

As a university project, we were required to deliver within short time-frames. Our background and primary research was strong, however I believed we could have prioritised our prototype towards the end, developing our UI screens further. Overall, this experience taught me that with time-management comes priority for what needs more attention.

Assumptions

Assumptions

While researching, prototyping and user testing, we all had assumptions about our users. Although personal anecdotes helped us to pull together our problem space, we needed to be careful of biases. I learnt that assumptions should only serve as hypotheses to validate. And only after gathering evidence, comes clear design decisions.

While researching, prototyping and user testing, we all had assumptions about our users. Although personal anecdotes helped us to pull together our problem space, we needed to be careful of biases. I learnt that assumptions should only serve as hypotheses to validate. And only after gathering evidence, comes clear design decisions.

REFERENCES

Thank you for taking the time to read through this case study!