Fast Hackathon
Observation
We did a 36-hour Hackathon in the city. To come up with ideas of encouraging people walking in the city centre, we decided to figure out what was the current situation by observing walkers behavior and problems with walking in Edinburgh. By using attentive looking and systematic recording of the phenomena, we did not only pay attention to people, but also the environments, events, behaviors and interactions.
Interview
We interviewed 17 people on the street to collect the firsthand personal accounts of the walking experience and opinions, as well as the attitudes towards walking and the perceptions.
We also analyzed the different types of walking by asking their destinations, namely entertaining walking (such as hanging out and visiting the city) and functional walking.
We also analyzed the different types of walking by asking their destinations, namely entertaining walking (such as hanging out and visiting the city) and functional walking.
Survey
We did a survey about the usages of bus, as a contrast to walking. Asking people to point out their destinations at the bus stop on Princes Street, we got a bunch of interesting data, which indicated there was a 'walking zone' in the city centre.
Unobtrusive Measures
To demonstrate the 'walking zone' presupposition, we used the unobtrusive method, acquiring information through the road traces and observations. We walked from the city centre to Newington, finding out one of the 'boundary' of the 'walking zone'.
Data Analysis
By analyzing the quantitative and qualitative data we collected before, we mapped out the walking zone, which was quite similar to the shape of the city centre map.
Design Concept
We proposed two solutions to encourage walking. The core idea was to push the boundary.
The first solution was 'Faster to walk'- the walking map at the bus stop can tell you it may take less time to walk than to take the bus.
The other solution was called 'One-direction bus path', which aimed to encourage walking by rewarding participants.
The first solution was 'Faster to walk'- the walking map at the bus stop can tell you it may take less time to walk than to take the bus.
The other solution was called 'One-direction bus path', which aimed to encourage walking by rewarding participants.
Slow Hackathon
Case Study
Walk [Your City] helps people boost their community’s walkability, linking informational street signs for people with web-based campaign management and data collection to complement traditional approaches to wayfinding.
https://walkyourcity.org
https://walkyourcity.org
Walk the Tube map, released by Transport for London, encourages people to walk between stops. It includes numbers between each stop that let you see how long it would take to get off at that station and walk.
http://content.tfl.gov.uk/walking-tube-map.pdf
http://content.tfl.gov.uk/walking-tube-map.pdf
By using Bitwalking people can generate money by walking. The app converts steps to Bitwalking dollars (BW$) that can be managed and used.. The money you generate accumulates each day, and remains in your account until transferred or spent. http://www.bitwalking.com
WalkHack Workshop
Participating in Walk Hack on 30 October, we met many participants who showed interests in the project and got some feedbacks.
Literature Reviews
We distilled the information (existing data) from the published sources, capturing the essence of previous research. We converged the data in a synthetic way to draw connections between references.
Participant Observation
We used this immersive method to understanding the situation and behaviors through the experience of participation in taking the bus. At the same time, we collected the data of the changing situations of passengers in different time of the same day.
Taking the No1. bus, we set off early in the morning to get to Clermiston, then went back to the city centre during the peak period. At noon, we repeated the same route to get another group of data.
Data Analysis
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Persona
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Interviews
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Stakeholder Map
We used stakeholder map to identify who all the key constituents were that might have a stake in the design outcome in the design definition phase.
Prototyping
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Rapid Iterative Testing & Evaluation
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Usability Testing
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Storyboard
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