"uuid","repository link","title","author","contributor","publication year","abstract","subject topic","language","publication type","publisher","isbn","issn","patent","patent status","bibliographic note","access restriction","embargo date","faculty","department","research group","programme","project","coordinates" "uuid:61ec119e-efe3-4062-bc83-6c79f83b2dc6","http://resolver.tudelft.nl/uuid:61ec119e-efe3-4062-bc83-6c79f83b2dc6","Design a passenger-centric interaction for hand luggage boarding experience","Tsai, Chung-Pang (TU Delft Industrial Design Engineering)","Boeijen, A.G.C. van (mentor); Bluemink, Bart (graduation committee); Verweij, Ron (graduation committee); Delft University of Technology (degree granting institution)","2019","This thesis report is about redesigning the passenger boarding interaction for ensuring efficient boarding and a better experience. First, preliminary research including literature review and field study was conducted to gain the basic knowledge of a passenger's boarding experience (What is to be found in theory and real-life?). Following from this, research questions are: What is a passenger's interaction during boarding? How does a passenger fell during boarding interactions? Why does he/she feel this way? How do the interactions happen? Due to the project is in cooperation with Safran Cabin, which is under developing a luggage reservation system called the ""BINSIGHT"", consisting out of an overhead bin with sensing technology and an user application for reserving luggage space. Therefore, the fourth research question is added: Can the ""BINSIGHT"" system take away passenger uncertainties to improve the boarding experience? To find answers, the ""BINSIGHT"" system and the aircraft cabin context were examined. By applying the contextmapping approach, an empirical research took place in a simulated boarding context. 12 participants were recruited and provided rich insights during the user test. Afterward, data is collected and analyzed. From the cultural analysis and user interview, it is concluded that the uncertainties to the cabin environment cause an inefficient boarding experience. For example, a queue is created due to every passenger wants to be the first entering in the aircraft cabin (the value of achievement). Furthermore, passengers also care their own safety and privacy during boarding (the value of security). Therefore, inter-personal distance has become a critical issue. By applying Proxemics theory (Hall, 1966), aircraft boarding can be seen as a territorial behavior. Keeping a proper distance between passengers/luggage serves as a starting point for the design process. Other findings from the user test are listed as follows: (1) Hand luggage as part of passengers' body, (2) Passenger-unfriendly Interactions, (3) Multitasking, and (4) The trade-off between passenger experience and boarding efficiency. By integrating all the findings, 6 ""micro delays"" which cause inefficient boarding and negative experience were defined: (1) Checking boarding pass on the aisle, (2) Finding seat signage, (3) Searching luggage space, (4) Repacking luggage on the aisle, (5) Closing overhead bin while others are still boarding, and (6) Inappropriate luggage stowing behaviors. Based on outcomes from the user tests, the Socio-cultural dimensions (van Boeijen, 2015) was applied to indicate current value orientations. 3 dimensions were targeted and listed as follows: (1) Identification: Identification stands for the balance between individual freedom and connectivity with a group. (2) Aim: Aim values the purpose between caring each other and achieving success. (3) Space: Space copes personal privacy in a public space. After the definition and analysis of current problems, 4 concepts were created through creative sessions based on the design goal, “Take away boarding uncertainties by showing air passengers a worried-free path from entering the aircraft to their seat in the economy class cabin.” Then, all concepts were evaluated through rapid prototyping and role-playing sessions, and they were integrated into the final concept ""ready to fly"" by applying persuasive game design (Visch, Vegt, Anderiesen, & van der Kooij, 2013 ). Through gamification, a game world is created to provide a feeling of enjoyment and engagement, also to reduce the real-world consequences. Furthermore, by using the game elements such as avatars, points, rewards, storylines, and etc., a user’s behavior and attitude in the real world can be formed, altered and reinforced, which can be applied for achieving the design goal and promoting better boarding behavior. Overall, the prototype ""ready to fly"" is about a retrospective mobile game experience of helping a caterpillar find a space for making a cocoon in a virtual aircraft cabin. This experience gives air passengers a rehearsal of their boarding experience while waiting at the departure gate. A personalized avatar for each passenger and airport related scenes can allow passengers to adapt to the unknown environment, which can provide guidance to reach their seats. By beating the level through cooperation, can put down the barriers between strangers. Finally, real-world rewards can motivate the passengers and alter the behavior (adjusting luggage position) for creating more space in the cabin, and moving the interactive screen from the bottom of the overhead bin to the top provides more space for window passengers to locate their seats. Overall, the passengers get better experience by cooperating together and winning the rewards, and the boarding efficiency can be improving by a better boarding flow and more luggage capacity. For the redesign user test, an interactive prototype of ""ready to fly"" was built and tested by 6 participants. The test shows that the ""ready to fly"" concept provides better boarding experience and efficiency. Participants can easily find their seats and luggage space without spending extra time on the aisle. It is also worth mentioning the reward system, by correcting passengers' stowing behaviors, more capacity is created. However, combining numerous elements in a short interaction might overwhelm the users which creates more confusion while boarding. Therefore, it is suggested that to take the passengers step by step. Making small changes for a bigger impact. Lastly, it can be concluded that correcting passengers boarding behaviors by seducing with rewards can increase passenger experience. In the meantime, the boarding efficiency can be improved due to good boarding behaviors lead to less conflicts and delays in the cabin. Therefore, seducing with rewards for better passenger behavior is a promising solution for both passenger experience and boarding efficiency. Finally, a model of reward system for better boarding experience is made and a modified concept is proposed for future research. I believe this research opens a door for a better and efficient aircraft boarding through gamification. Upon further development, more research is required in order to improve the acceptability for the public and also to test with larger amount of passengers. It is also suggested that designing a gameful or playful interaction instead of a mobile game experience to enhance the acceptability and the flexibility of usage.","Passenger experience; Gamification; Persuasive Game Design","en","master thesis","","","","","","","","","","","","Design for Interaction","",""