MS2 - ISIS3510-202402-T13/SeneParking GitHub Wiki

1. Chosen Problems

Problem 1: Campus interactive map application

Newcomers to the campus usually have difficulties getting around it and knowing where to go to have lunch/coffee or finding nice places to study. An interactive map that includes these features, as well as being able to locate a building and/or showing the best way to get to it from the current location could really be helpful for them.

Problem 2: Los Andes ParkingApp

It's well known that Los Andes University's parking lots are limited, all potential users (specially students), have to make long lines and wait tens of minutes for being able to park inside the only parking lot that this institution has. One of the biggest problems is not knowing when a parking lot is free, if are they full or what's the approximate time in line for getting a place to park. Knowing the actual situation, if the potential users of the parking lot could get real time information about the parking lot state, statistics about it or even make a reservation, lots of problems related with it could be solved.

Problem 3: Food Waste App

Food waste is a major problem and one of the main sources of waste. Businesses in the food industry often produce more than they need to meet customer demand. To address this issue, there are two solutions that can be implemented. One is to change the business model to one where food is only prepared once an order is placed. The other solution is to sell or give away excess food. An app can be used to connect nearby consumers with businesses that have leftover food. This allows customers to "rescue" the food and prevents it from going to waste. The app can also help users find nearby shops, such as restaurants, cafes, and bakeries. While there may not be discounts on the food, the service is still developing and the concept of rescuing food is still meaningful.

Problem 4: CampusBet

University sports events often lack engagement from the students community, and there are no platforms that allow for friendly, responsible betting within a controlled environment. Current sports betting apps do not cater specifically to university sports in Colombia, or the unique needs of university communities, potentially leading to lower participation and interest in these events. CampusBet is a mobile application designed to enhance student engagement in university sports by offering a tailored platform for responsible betting on university matches and friendly games. The app is focused on the Universidad de los Andes and other participating institutions, providing a unique and secure environment for sports enthusiasts to place bets, join betting poois, and create fantasy sports teams centered around university athletes. Some features are:

  1. University-Centric Betting: Focused exclusively on university sports, with customizable betting options and real-time updates.
  2. Social Betting Pools: Encourages community participation by allowing users to create and join pools with friends or fellow students.
  3. Fantasy Sports: Integrates a fantasy league where students can draft university athletes, fostering deeper engagement with sports events.
  4. Educational Resources: Provides information on responsible betting practices, ensuring that users are well-Informed
  5. Security and Compliance: Adheres to local gambling regulations with robust security measures to protect users and their data. CampusBet aims to foster a sense of community and excitement around university sports while promoting responsible gaming practices.

2. Interview Structures

Interview 1: Campus interactive map application

1. How familiar are you with navigating the campus? (General Curiosity)

  • Purpose: This question helps to gauge the interviewee's level of familiarity with the campus layout. Understanding their familiarity is crucial because it will help determine whether they fall into the target user group for the app—typically, newcomers or less familiar individuals. If they are already very familiar, their feedback might focus more on advanced features, whereas someone unfamiliar might highlight more basic needs.

2. How important is it to you to know the best route to a location on campus? Why? (Focused Curiosity)

  • Purpose: This question seeks to uncover the significance of efficient navigation to the user. By asking this, we can understand the user's priorities and pain points related to getting around campus. Their response will indicate whether they value convenience, time-saving, or reducing stress, which can inform how essential certain features of the app, like real-time routing, are to potential users.

3. What resources (maps, apps, signs, asking others) do you currently use to navigate the campus? How effective are they? (Probing)

  • Purpose: This question aims to identify the tools and methods the interviewee currently relies on to navigate the campus. By understanding the effectiveness of these resources, we can pinpoint the gaps and limitations in existing solutions. This information is vital for ensuring that the app addresses unmet needs and offers a superior experience compared to what is already available.

4. Can you recall a time when you were late or inconvenienced because you couldn’t find a location on campus? How could an app have helped? (Probing)

  • Purpose: This question helps us understand real-life scenarios where the user faced difficulties due to navigation issues. By asking for specific examples, we can gain insights into the situations where the app could provide the most value. It also allows us to empathize with the user's frustrations and design features that directly address these pain points.

5. Would you use an app like this on a daily basis? If not, what would make it more appealing to you? (Focused Curiosity)

  • Purpose: The goal of this question is to assess the user's likelihood of adopting the app as a regular part of their campus experience. It also seeks to identify potential barriers to daily use and gather suggestions for making the app more attractive. Understanding these factors can guide the app’s design and functionality, ensuring it meets user needs and encourages frequent use.

Follow-Up Questions:

a) How did you initially learn to navigate campus?

b) Are you claiming that knowing the shortest/easiest path is important to you?

c) Which resources did you use in addition to the overhead campus photo?

These follow-up questions are used to gain a bit of insight on any answers the interviewee might give, after gaining a bit of context on their specific situation via the main questions.

Interview 2: Los Andes ParkingApp

Q1: Can you please tell us a little bit about yourself?

  • R1: To get to know the interviewee, establish a connection, understand the stakeholder's background, and tailor the conversation.

Q2: How many days a week to you look for a parking lot at Uniandes?

  • R2: To gauge the frequency of parking attempts and understand the stakeholder's usage patterns.

Q3: Can you describe your typical experience when trying to park at Los Andes University?

  • R3: To gather detailed, firsthand information about the stakeholder's parking experiences and pain points.

Q4: Have you ever parked at the Santodomingo building?

  • R4: To understand the stakeholder's familiarity with specific parking locations and potential alternatives.

Q5: How often do you encounter long lines or full parking lots?

  • R5: To quantify the frequency and severity of parking congestion and wait times.

Q6: Have you noticed any differences in parking availability or congestion at different times of day or days of the week?

  • R6: To identify patterns, trends, or variations in parking demand and availability.

Q7: How do you currently find out if parking is available or not? (e.g. social media, word of mouth, driving around)

  • R7: To understand existing methods for checking parking availability and their effectiveness.

Q8: Are there any existing solutions or workarounds that you've found helpful (or not helpful)?

  • R8: To map current coping mechanisms and potential areas for improvement.

Q9: Do you know of any digital solution for this problem such as a website or an app?

  • R9: To explore awareness of existing digital solutions and potential competition or inspirations.

Q10: What features would you like to see in a parking app to help alleviate these issues? (e.g. real-time availability, reservations, wait time estimates)

  • R10: To gather ideas, expectations, and requirements for a potential parking app solution, directly from the stakeholder's perspective.

Interview 3: Food Waste App

1. How often do you notice surplus food at campus businesses, and what typically happens to it?

  • Purpose: This question aims to gather insights about the frequency and visibility of surplus food on campus. It helps identify the scale of the problem and whether students are aware of it. Understanding what typically happens to the surplus also provides context on current practices and potential opportunities for improvement.

2. How do you currently handle situations where you have leftover food or see surplus food available on campus? Would you be interested in a service that allows you to purchase this surplus at a discount?

  • Purpose: This question is designed to explore current behaviors and solutions students use to deal with surplus food. It also tests the appeal of a potential solution (a service to purchase surplus food), which helps in assessing the demand for such a service and understanding user openness to new approaches.

3. What features would you find most valuable in an app designed to help reduce food waste on campus? (e.g., notifications about available surplus, easy payment options, pickup time flexibility)

  • Purpose: This question seeks to identify the key functionalities that would make the app user-friendly and effective. By understanding the features that users value most, designers can prioritize these in the app’s development to ensure it meets user needs and expectations.

4. What would motivate you to use an app like this regularly? Are there specific incentives (like discounts, loyalty rewards, or environmental impact tracking) that would encourage your participation?

  • Purpose: This question focuses on uncovering the drivers of user engagement and sustained usage. By identifying what motivates users, designers can incorporate elements that increase user retention and encourage regular interaction with the app.

5. How likely are you to purchase discounted food from campus outlets if it’s close to expiration?

  • Purpose: This question assesses the likelihood of students engaging with the service, especially when it involves food that is close to expiration. It helps gauge potential user concerns and acceptance levels, which are critical for understanding the app's market viability.

6. How do you think this app could benefit both students and campus businesses?

  • Purpose: This question explores the perceived value of the app for both students and campus businesses. Understanding the benefits from multiple perspectives helps ensure that the solution is mutually beneficial, thereby increasing its chances of adoption and success.

7. What challenges or concerns do you think might arise with an app like this? How could these challenges be addressed to ensure the app's success on your campus?

  • Purpose: This question is intended to surface potential obstacles and user concerns that could hinder the app’s effectiveness. By identifying these challenges early, designers can proactively address them in the design process, leading to a more robust and user-centered solution.

Interview 4: CampusBet

1. General Curiosity

Question: "Do you regularly participate in sports events at Universidad de los Andes? Why or why not?"

  • Purpose: To understand the interviewee's current level of engagement with university sports and the underlying reasons for their participation or lack thereof.

Question: "What would motivate you to participate more in these events?"

  • Purpose: To identify potential factors that could increase the interviewee's engagement in university sports, providing insights into what motivates students.

2. Focused Curiosity

Question: "If there were a betting platform focused on university sports, do you think you would use it? Why?"

  • Purpose: To gauge the interviewee’s interest in a university sports betting platform and understand the reasons behind their potential engagement with such a platform.

Question: "What features do you think would be most attractive in an app like CampusBet?"

  • Purpose: To explore which features the interviewee finds appealing in a university sports betting platform, helping to tailor the app to student preferences.

3. Probing Questions

Question: "You mentioned that you don’t/do participate much in sports events. What kind of incentive could change that for you?"

  • Purpose: To delve deeper into the interviewee’s reasons for limited participation and identify specific incentives that could increase engagement.

Question: "If you use a betting platform, who would you like to share this experience with?"

  • Purpose: To understand the social dynamics and potential community-building aspects of a betting platform, identifying who the interviewee might want to engage with through the app.

4. Checking Question

Question: "So, if CampusBet offered personalized bets and a social community, would that increase your interest in university sports? Is that correct?"

  • Purpose: To confirm the interviewee’s interest in the platform’s key features and ensure that these aspects align with their needs and preferences.

5. Confrontational Curiosity

Question: "Do you think the lack of a platform like CampusBet is one of the reasons people don’t engage much in university sports?"

  • Purpose: To challenge the interviewee’s perspective and encourage them to consider whether the absence of such a platform contributes to the low engagement in university sports.

3. Interview Summaries

Interview 1: Campus interactive map application

Edited interview audio: 5 minutes

Full interview audio

Interviewer: Juan Pablo Hernández T.

Interviewee: Isabella Hernández, 3rd semester student at Uniandes.

Purpose: This interview had the purpose of better understanding the difficulties of navigating the campus, especially as a newcomer, and the possibility of alleviating this issue with the use of an app.

Interview 2: Los Andes ParkingApp

Edited interview audio: 5 minutes

Full interview audio

Interviewer: PabloPastrana

Interviewee: Laura Pastrana, 7th semester Architecture student at Uniandes.

Purpose: Have a better understanding of the pain points of students who try to park at the official parking lot of the Universidad de Los Andes, and empathize with them in order to dilucidate some ideas for the brainstorming process.

Interview 3: Food Waste App

Edited interview audio: 5 minutes

Full interview audio

Transcript of the full interview audio

Interviewer: David Valderrama

Interviewee: Deni Shkembi, 3rd year student at Université Libre de Bruxelles

Purpose: This interview with Deni aimed to collect user insights and feedback during the empathize and define stages of the design thinking process. The goal was to understand his experiences with surplus food on campus, identify the features he would find great value in for a surplus food sale app, and uncover potential challenges. These insights are crucial for validating the problem, understanding user needs, and ensuring the app's design is practical and user-centered.

Interview 4: CampusBet

Interviewer: Carlos Monroy.

Interviewee: Gabriel, student at Universidad de los Andes.

Purpose: The interview aimed to better understand the issue of low engagement in university sports and explore how a platform like CampusBet could help improve this situation.

Audio of the interview

Transcript of the audio

4. Situations' Identification

Interview 1: Campus interactive map application

Situation 1: Difficulty Finding a Specific Building

  • What? A student is struggling to locate a specific building on campus.
  • How? The student relies on asking others for directions or using a static map, which may not always be accurate or clear.
  • Why? The student is unfamiliar with the campus layout and has a limited amount of time to reach the building.
  • Who? New students, visitors, or anyone unfamiliar with the campus.

Situation 2: Lack of Information on Study Spots

  • What? A student is looking for a quiet place to study.
  • How? The student wanders around the campus or asks for recommendations, often wasting time and effort.
  • Why? The student is unaware of the best study spots on campus and needs a convenient way to find them.
  • Who? Students who are new to the campus or those who are not aware of all available study areas.

Situation 3: Being Late Due to Navigation Issues

  • What? A student arrives late to class because they couldn’t find the correct building or room.
  • How? The student misinterpreted the directions or was misled by outdated or confusing signs.
  • Why? The campus layout is complex, and the current navigation tools are not sufficient for quick and accurate directions.
  • Who? Students under time pressure, especially during the first few weeks of a new semester.

Situation 4: Difficulty Locating Places to Eat

  • What? A student wants to find a place to eat that is nearby and suits their preferences.
  • How? The student might use a generic map app, which doesn’t highlight dining options or doesn’t provide real-time data on availability.
  • Why? The student is unfamiliar with the campus dining options and needs quick access to this information during breaks.
  • Who? New students, visitors, or anyone unfamiliar with the dining facilities on campus.

Interview 2: Los Andes ParkingApp

Situation 1: Uncertainty about Parking Availability

  • What? Students are unsure whether there are available parking spots on campus.
  • How? There's no real-time information system about parking availability, leading students to assume the parking is full.
  • Why? Lack of information discourages students from even attempting to park on campus, potentially missing out on available spots.
  • Who? Students who drive to campus, particularly those with tight schedules or coming from far away.

Situation 2: Long Waiting Times for Parking

  • What? Students spend excessive time waiting in line to park their cars.
  • How? The current parking system doesn't manage inflow efficiently, resulting in long queues.
  • Why? Extended waiting times cause students to be late for classes, affecting their academic performance and stress levels.
  • Who? All students who drive to campus, especially those with classes early in the day or during peak hours.

Situation 3: High Parking Costs

  • What? Students find the parking fees at Universidad de los Andes too expensive.
  • How? The current pricing model may involve high daily rates or inflexible payment options.
  • Why? High costs discourage regular use of campus parking, pushing students to seek alternatives that may be less convenient or safe.
  • Who? Students from various economic backgrounds, particularly those who need to drive to campus frequently.

Situation 4: Inconvenient Payment Process

  • What? Students find the current parking payment system inconvenient.
  • How? The payment process might involve cash transactions or require students to visit a specific location to pay.
  • Why? An inconvenient payment process adds time and stress to the parking experience, discouraging use of campus parking facilities.
  • Who? All students who use campus parking, especially those with busy schedules or who prefer digital payment methods.

Interview 3: Food Waste App

Situation 1: Uncertainty About Surplus Food Availability

  • What? Students are unsure when surplus food is available on campus.
  • How? There's no notification system or real-time updates about leftover food, leaving students uninformed.
  • Why? Lack of timely information discourages students from utilizing available surplus food, leading to missed opportunities for both saving money and reducing food waste.
  • Who? Students who rely on campus food services, especially those looking to save money on meals.

Situation 2: Inflexible Pickup Times

  • What? Students face difficulties in picking up surplus food due to rigid or inconvenient pickup schedules.
  • How? The system used by students requires them to pick up food within a narrow time window, often resulting in long waits or missed opportunities.
  • Why? Inflexible pickup times make it hard for students with busy or unpredictable schedules to take advantage of the surplus food, leading to potential food waste.
  • Who? Students with varied schedules, particularly those balancing classes, part-time jobs, and other commitments.

Situation 3: Lack of ability to notify in dietary restrictions

  • What? Students receive surplus food items that may not align with their dietary preferences.
  • How? The current system provides pre-packed food bundles without allowing students to choose specific items.
  • Why? Receiving unwanted food items leads to additional waste as students may not use all the food they receive.
  • Who? Students with dietary restrictions, specific preferences, or allergies.

Situation 4: Limited Awareness of the App’s Benefits

  • What? Students are unaware of the potential benefits of using the food waste reduction initiatives.
  • How? Already-existing initiatives lack clear communication about their features, such as discounts, loyalty rewards, or the environmental impact of reducing food waste.
  • Why? Without understanding the full range of benefits, students may be less motivated to use the app regularly, reducing its effectiveness in tackling food waste.
  • Who? All students on campus, especially those who are price-sensitive or interested in sustainability.

Interview 4: CampusBet

Situation 1: Limited Participation in University Sports

  • What: Gabriel does not participate in as many sports events as he would like, despite his interest in a healthy lifestyle.

  • How: A lack of time and the absence of a strong university sports culture are factors limiting his participation.

  • Why: If there were a platform that made university sports more accessible and interesting, he and other students might be more motivated to participate.

  • Who: Gabriel and other students at Universidad de los Andes.

Situation 2: Lack of University Sports Culture in Colombia

  • What: Gabriel notes that Colombia does not have a strong university sports culture compared to countries like the United States.

  • How: This results in less interest and participation in university sports events.

  • Why: A platform like CampusBet could help create and strengthen this culture by making university sports more visible and exciting.

  • Who: Gabriel and the broader university community in Colombia.

Situation 3: Interest in Sports Information and Statistics

  • What: Gabriel expresses interest in obtaining more information about university teams, their players, and match results.

  • How: The lack of access to this information currently limits his interest and participation in sports events.

  • Why: CampusBet could provide this information in a centralized way, increasing students' interest in university sports.

  • Who: Gabriel and other students interested in university sports.

Situation 4: Need for a Sports Community

  • What: Gabriel believes that a platform allowing interaction among students who support the same teams could foster a sense of community.

  • How: Currently, there is no platform that meaningfully connects students around university sports.

  • Why: CampusBet could be the means to build a more united community around sports, which could also improve team performance by boosting morale and support.

  • Who: Gabriel and students who support university sports teams.

5. Journey Maps

The journey maps were constructed for the two ideas that were deemed the most viable out of the four.

Campus Navigation

Journey Map - Campus Navigation

Campus Parking

Journey Map - Campus Parking

6. Brainstorming Process

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Context and Methodology

As part of a Mobile Applications development class following the Design Thinking methodology, a comprehensive brainstorming session was conducted to generate ideas for three identified problems: campus navigation, parking at Universidad de los Andes, and lack of interest in university sports. This ideation phase followed the empathize and define stages of the Design Thinking process.

The brainstorming session took place in a classroom setting, with students working collaboratively. The methodology emphasized quantity over quality of ideas, using post-it notes to record thoughts quickly and visibly. Participants were encouraged to generate as many solutions as possible without initial judgment, fostering a creative and open environment. This non-judgmental approach allowed for a wide range of ideas to emerge, with evaluation deferred until after the ideation phase.

Ideas Generated and Problem Focus

For the campus navigation problem, ideas ranged from interactive maps and points of interest to more advanced concepts like shortest path algorithms and camera-assisted navigation. The parking issue at Universidad de los Andes generated solutions such as real-time availability information, integration with official and external parking lots, and features like in-app payments and spot reservations. To address the lack of interest in university sports, suggestions included developing a platform for player stats, match schedules, and even a betting feature. After the initial divergent thinking phase, the group converged on the parking problem at Universidad de los Andes as their primary focus. This led to the conceptualization of the SenePArking app, aiming to address the difficulties students face with parking. The app concept incorporates many of the brainstormed ideas, including real-time availability, booking, and payment features.

Outcome and Next Steps

While the parking solution became the main focus, there remains interest in exploring the campus navigation problem further, highlighting the iterative nature of the Design Thinking process. This approach demonstrates how brainstorming within the Design Thinking framework can lead to innovative, user-focused solutions while remaining open to future iterations and improvements.

7. Prototype