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Bearbeitungsbeginn: 01.03.2016
Vorgelegt am: 31.08.2016
Thesis
zur Erlangung des Grades
Bachelor of Science
im Studiengang Online Medien
an der Fakultät Digitale Medien
Jens M Eichkorn
Matrikelnummer: 244521
Conceptual design of a universal smartphone application for German music festivals
Erstbetreuer: Frau Prof. Patricia Stolz
Zweitbetreuer: Herr Prof. Thomas Krach
I | P a g e
I hereby declare that the thesis submitted is my own unaided work. All direct or indirect sources
used are acknowledged as references. I agree with the publication of my thesis online and
offline.
Ich erkläre hiermit an Eides statt, dass ich die vorliegende Thesis selbständig und ohne
unzulässige fremde Hilfe angefertigt habe. Alle verwendeten Quellen und Hilfsmittel, sind
angegeben. Ich stimme der Veröffentlichung online, sowie offline zu.
___________________ __________________
Signature: Jens M Eichkorn Location, Date
II | P a g e
III | P a g e
I. INDEX
I. INDEX ...........................................................................................................................III
II. ABSTRACT ..................................................................................................................... V
III. TABLE OF FIGURES ....................................................................................................... VI
IV. LIST OF TABLES .......................................................................................................... VIII
V. LIST OF ABBREVIATIONS ............................................................................................... IX
1 INTRODUCTION ............................................................................................................. 1
1.1 INITIAL SITUATION ........................................................................................................... 1
1.2 ISSUE ............................................................................................................................ 2
1.3 OBJECTIVE ..................................................................................................................... 2
2 STATUS QUO .................................................................................................................. 3
2.1 MUSIC FESTIVALS ............................................................................................................ 3
2.2 FESTIVALS IN GERMANY .................................................................................................... 3
2.3 SMARTPHONE BEHAVIOR IN GERMANY ................................................................................. 4
3 REQUIREMENT ANALYSIS ............................................................................................... 5
3.1 ACTUAL STATE ANALYSIS ................................................................................................... 5 3.1.1 ROCK AM RING ...................................................................................................................... 5 3.1.2 WORLDCLUBDOME ............................................................................................................... 7 3.1.3 COACHELLA MOBILE APPLICATION ............................................................................................. 9 3.1.4 TICKETING SYSTEMS ............................................................................................................. 11
3.2 USER ANALYSIS ............................................................................................................. 11 3.2.1 USER KNOWLEDGE ............................................................................................................... 12 3.2.2 PERSONAL PREFERENCES AND CHARACTERISTICS ........................................................................ 13 3.2.3 INTOXICATION ON MUSIC FESTIVALS ........................................................................................ 16
3.3 ENVIRONMENTAL ANALYSIS ............................................................................................. 17 3.3.1 SHORT INTRODUCTORY PERIOD .............................................................................................. 17 3.3.2 MOBILE CONNECTIVITY ON MUSIC FESTIVALS ............................................................................ 18
3.4 FEATURE ANALYSIS ........................................................................................................ 19 3.4.1 LOGIN ................................................................................................................................ 19 3.4.2 TICKETING .......................................................................................................................... 19 3.4.3 GIGS .................................................................................................................................. 21 3.4.4 INFORMATION ..................................................................................................................... 21 3.4.5 FOOD AND DRINK PURCHASE .................................................................................................. 21 3.4.6 RECAP................................................................................................................................ 22 3.4.7 FEEDBACK .......................................................................................................................... 22 3.4.8 AFFILIATE ........................................................................................................................... 23 3.4.9 LOST & FOUND ................................................................................................................... 23 3.4.10 PROMOTION ....................................................................................................................... 23 3.4.11 SEARCH .............................................................................................................................. 24
IV | P a g e
4 CONCEPTION ............................................................................................................... 25
4.1 STRUCTURE .................................................................................................................. 25 4.1.1 CONTEXT AWARENESS .......................................................................................................... 25
4.2 USER STORIES ............................................................................................................... 27
4.3 WIREFRAMES ............................................................................................................... 29 4.3.1 MENU ............................................................................................................................... 29 4.3.2 TICKETING .......................................................................................................................... 32 4.3.3 FOOD ORDER ...................................................................................................................... 34 4.3.4 MY FESTIVAL ....................................................................................................................... 35
4.4 DESIGN ....................................................................................................................... 36 4.4.1 STYLE GUIDE ....................................................................................................................... 36 4.4.2 TYPOGRAPHY ...................................................................................................................... 37 4.4.3 ICONOGRAPHY .................................................................................................................... 37 4.4.4 FINAL DESIGN ...................................................................................................................... 38
5 REVIEW ....................................................................................................................... 42
5.1 TENOR OF WORK ........................................................................................................... 42
5.2 OUTLOOK .................................................................................................................... 43
5.3 CLOSING WORD ............................................................................................................ 44
VI. ATTACHMENTS ............................................................................................................ 45
6 REFERENCES................................................................................................................. 46
VII. EXPERTENINTERVIEW MIT YOLANDA VON DER HEIDE ................................................... 49
VIII. EXPERT INTERVIEW WITH RICHARD LITTAUER .......................................................... 52
V | P a g e
II. Abstract
In Germany, there is a large market for music festivals. Second only to the USA, Germany has
the highest revenue on music events. In the digital era, mobile applications have penetrated this
market already.
This thesis will analyze which special circumstances are to be considered and which
requirements need to be fulfilled for a music festival application to both improve the visitors’
satisfaction and support the operator with its effort. Handling problems that occur with
intoxicated users, as well as technical challenges with bad connectivity in remote areas, are
being considered.
The theoretical part of this bachelor thesis will analyze existing mobile applications of German
and international music festivals for implemented features, design and usability. A quantitative
survey about users’ behavior regarding smartphone usage in general, and on music festivals in
particular, will then collect information for a user analysis. This will give an insight on the
habits, knowledge, willingness and personal preferences of festival attendees.
Based on that information, part two will then develop a concept of a mobile application. It will
target not only the time during the festival, but also the time beforehand and afterwards. The
concept will include the structure of the application as well as the layout in the form of
wireframes and designs.
The result will be a universal design concept for mobile applications, which target German
music festivals. Operators can use it for customizations of their event branding.
VI | P a g e
III. TABLE OF FIGURES
fig. 2.1 – Global comparison of music events in revenue (Statista - Digital Market Outlook,
2016)
fig. 3.1 – Screenshot: Rock am Ring Android app (start)
fig. 3.2 – Screenshot: Rock am Ring Android app (sidebar)
fig. 3.3 – Screenshot: Rock am Ring Android app (timetable)
fig. 3.4 – Screenshot: World Club Dome iPhone app (Start)
fig. 3.5 – Screenshot: World Club Dome iPhone app (Sidebar)
fig. 3.6 – Screenshot: World Club Dome iPhone app (timetable)
fig. 3.7 – Screenshot: World Club Dome iPhone app (own schedule pre login)
fig. 3.8 – Screenshot: World Club Dome iPhone app (own schedule post login)
fig. 3.9 – Screenshot: World Club Dome iPhone app (times)
fig. 3.10 – Screenshot: Coachella Android app (Use my location)
fig. 3.11 – Screenshot: Coachella Android app (Sidebar)
fig. 3.12 – Screenshot: Coachella Android app (My schedule)
fig. 3.13 – Survey: Users that bring smartphones to festivals
Fig. 3.14 – Survey: Age of festival attendees
fig. 3.15 – Survey: Education level
Fig. 3.16 – Survey: Smartphone system
fig. 3.17 – Survey: Problems on festivals
fig. 3.19 – Survey: Most used smartphone features
fig. 3.20 – Survey: Most used smartphone features on festivals
fig. 3.21 – Survey: Reasons to visit a festival (artists)
Fig. 3.22 – Overlay of LTE connectivity (purple) of Telekom and some music festivals (red
pins) in Germany (Google, 2016; Telekom, 2016)
fig. 3.23 – Diagram: Ticket market structure (a)
fig. 3.24 – Diagram: Ticket market structure (b)
fig. 3.25 – Sketch: Food stall with food boxes
fig. 4.1 – Diagram: Application structure before the festival
fig. 4.2 – Diagram: Application structure during the festival
fig. 4.3 – Diagram: Application structure after the festival
fig. 4.4 – Wireframe: Menu before
fig. 4.5 – Wireframe: Menu during
VII | P a g e
fig. 4.6 – Wireframe: Menu after
fig. 4.7 – Wireframe: Menu before (more)
fig. 4.8 – Wireframe: Menu during (more)
fig. 4.9 – Wireframe: Menu after (more)
fig. 4.10 – Depth of application structure
fig. 4.11 – Wireframe: Menu scrolled 1
fig. 4.12 – Wireframe: Menu scrolled 2
fig. 4.13 – Wireframe: Menu scrolled 3
fig. 4.14 – Wireframe: buy tickets
fig. 4.15 – Wireframe: Manage tickets (select)
fig. 4.16 – Wireframe: Manage tickets
fig. 4.17 – Wireframe: Confirm ticket release
fig. 4.18 – Wireframe: Ticket entry
fig. 4.19 – Wireframe: Food (overview)
fig. 4.20 – Wireframe: Food (detail)
fig. 4.21 – Wireframe: Food (confirm order)
fig. 4.22 – Wireframe: Food (My orders)
fig. 4.23 – Wireframe: Food (claim order)
fig. 4.24 – Wireframe: My festival (friends)
fig. 4.25 – Wireframe: My festival (my gigs)
fig. 4.26 – Color palette
fig. 4.27 – Example of baseline grid (Google, 2014a)
fig. 4.28 – Example of typography in a baseline grid (Google, 2014a)
fig. 4.29 – Typography
fig. 4.30 – Design: Menu before
fig. 4.31 – Design: Menu during
fig. 4.32 – Design: Menu after
fig. 4.33 – Design: Menu before (more)
fig. 4.34 – Design: Menu during (more)
fig. 4.35 – Design: Menu after (more)
fig. 4.36 – Design: Ticketing (buy)
fig. 4.37 – Design: Ticketing (manage 1)
fig. 4.38 – Design: Ticketing (manage 2)
fig. 4.39 – Design: Ticketing (entry)
VIII | P a g e
fig. 4.40 – Design: Food stalls (overview)
fig. 4.41 – Design: Food stalls (detail)
fig. 4.42 – Design: Food stalls (confirm order)
fig. 4.43 – Design: My order
fig. 4.44 – Design: Claim order
fig. 4.45 – Design: My festival (friends)
fig. 4.46 – Design: My festival (My gigs)
Images appearing in design screens
Friends and Artists: Jens M Eichkorn
The Burger House & Hamburger: www.foodiesfeed.com (Jakub Kapusnak)
Cheesburger: www.unsplash.com (Niclas Rhöse)
Burger Deluxe: www.unsplash.com (Freddie Marriage)
China Wok: www.unsplash.com (Clem Onojeghuo)
Noodle soup: www.unsplash.com (Piotr Miazga)
IV. LIST OF TABLES
Table 4.1 – User story: Buy tickets
Table 4.2 – User story: Sell tickets
Table 4.3 – User story: Order food
Table 4.4 – Menu iconography
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V. LIST OF ABBREVIATIONS
AI Artificial intelligence
API Application programming interface
App Application
BC Before Christ
DP Density independent pixel
LTE Long term evolution
NFC Near field communication
GmbH Gesellschaft mit beschränkter Haftung
GPS Global positioning system
QR Quick response
USA United States of America
USD United States Dollar
X | P a g e
1 | P a g e
1 INTRODUCTION
1.1 Initial Situation
Since Apple has made the smartphone suitable for the masses with its first release of the iPhone
in 2007, there has been continuous growth in the smartphone market. In 2015, 92% of all cell
phones owned by those aged 16 to 35 in Germany were so called smartphones (Pew Research
Center, 2015). Companies can see the possibilities in this market growth and seek out new fields
of applications. Still, there are quite a few areas that smartphone technology has yet to penetrate,
and many opportunities are being wasted. Because this technology lets us connect services so
closely, data has never been available in a more widespread manner.
Smartphones give users the ability to access seemingly unlimited information right at their
fingertips. People can text, hear and even see their friends all over the world, or rather entertain
themselves or simplify their lives. Organizing tools that used to be all on paper have become
digital and mobile.
Today, smartphone users are accustomed to getting personalized search results or playlists.
Companies like Google, Apple and Intel are investing in deep learning and AI technology
(cbinsights, 2016), to use their vast collection of user data to improve their offerings.
Music festival operators have also started to use the opportunity of mobile devices with their
visitors, to make information more easily accessible. There is, however, still a lot of potential
not being used and many possible influencing factors not being considered. Furthermore, most
existing festival applications concentrate on servicing only the time during the event, yet there
remains great potential for an application that services the time before and after a music festival.
While a lot of money is spent on sound and visual technology, as well as on artists’ fees, it
seems that a lot of potential is wasted on the interface between visitors and the operator.
Information is only being pushed through social media channels, where an overload of
information makes it nearly impossible to reach every potential customer. Ticketing processes
are outsourced to third party suppliers, thereby relinquishing the control of analytics, meaning
less control and more effort for the operator alongside services for the visitors that are not ideal.
Especially in the field of ticketing, there usually arises the same problem of black markets (von
der Heide, 2016), which again leads to a lot of effort in explanatory work for the operator and
frustration for the visitor.
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1.2 Issue
How can smartphone technology be used to improve the user experience at German music
festivals, and which external circumstances are to be considered?
1.3 Objective
The objective of this thesis is to develop a universal concept and design for a mobile application
for German music festivals. Users shall therefore be analyzed in regard to their smartphone
behavior – especially on music festivals – and the environment shall be analyzed to so that
influencing factors can be considered in the concept.
The application shall provide functionality to resolve problems that commonly arise at festivals,
support visitors and operators and lead to higher satisfaction and consumer acceptance.
3 | P a g e
2 STATUS QUO
2.1 Music festivals
Music festivals are aimed at entertaining a large crowd of people with the same musical interest.
At them, thousands of people come together to celebrate their favorite artists and collectively
have fun.
Events of this kind have a long history. In ancient Greece, festivals were very important and
were held in honor of their gods. In the Pythian Games starting around 582 BC people competed
not only in athletics, but also in poetry and musical contests (Shephard, 2015, p. 202).
The first modern music festivals have their origins in the USA. The Newport Folk Festival in
1959 can be seen as the first massive music festival, in terms of the size of the audience (Hiller,
2016, p. 309). About 10,000 people have come to see musicians every year. Exactly ten years
later, the Woodstock Festival in Bethel, New York surpassed that number by almost fifty times.
These kinds of productions becoming bigger and bigger creates a great challenge for the
operators. Management includes booking artists, gastronomy and safety issues. But also, visitors
can face difficulties when attending such large-scale events.
2.2 Festivals in Germany
The first modern music festival in Germany was the Love and Peace Festival in 1970, on the
island of Fehmarn. Although this was a financial fiasco (Strelow), music festivals today
represent a very lucrative enterprise.
After the USA, Germany presently has the second highest revenue in music events globally. In
2016, it held a revenue of USD1,504,200,000 (Statista - Digital Market Outlook, 2016). The top
three festivals by revenue in Germany are Southside (8.9Mio €), Rock im Park (13Mio €) and
Rock am Ring (15Mio €) (Pollstar, 2015).
4 | P a g e
f ig . 2.1 – Global comparison of music events in revenue (Stat ista - Dig i ta l Market Out look, 2016)
2.3 Smartphone behavior in Germany
Since the rise of cell phones, their range of functions has progressively increased. Whereas cell
phones in the 1990s could only make phone calls, their purpose has tremendously evolved.
Nowadays, they substitute entire computers.
A survey conducted in 2015 gives insight into how smartphone users use their devices. It was
reported that at least 70% of smartphone users accessed their devices for social networking,
messaging, using their digital calendar and taking photos or videos. More than half of all
smartphone users are familiar with navigation and listening to music on their mobile devices
(Bitkom, 2015).
As the application field has developed, so too has the acceptance of mobile devices increased.
Today, almost everyone has a smartphone. In April of 2016, there were 49 million smartphone
users in Germany (Statista, 2016). It is assumed that there is a very high penetration of
smartphones, especially amongst young people. This massive volume of smartphone users has
significant network effects, meaning that the devices get more useful as they are used by more
people (Katz and Shapiro, 1994). And as mobile devices perform an increasing number of
different tasks, users are bringing them everywhere. This omnipresence again brings new
possibilities for developers. Applications are not limited for home use.
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3 REQUIREMENT ANALYSIS
Considering the previously attained knowledge, this chapter will discuss, analyze and introduce
the requirements for the application. This will be the basis for the concept in chapter 4.
Information in this part of the thesis will support the process of developing the structure and
user interface of the app. In chapter 3.1, existing applications in the same field will be analyzed
to get an overview of the status quo. Based on a recently conducted poll as part of this thesis, a
user study will analyze the behavior and needs of festival attendees in chapter 3.2. Following
this, the next chapter will determine functionalities that are required, based on the gained
knowledge. In the last subchapter, possible environmental conditions will be considered.
3.1 Actual state analysis
The aim of an actual state analysis is to record and analyze competing products, currently or
over past years on the market. Findings will help the avoidance of similar mistakes and save
time over problems that have already been solved in the past.
The applications of three festivals will be analyzed: “Rock am Ring” because it’s the biggest
festival in Germany, “WorldClubDome” because it is a city festival and “Coachella” to add one
international festival. This will give a wider range of perspective, instead of concentrating only
on the three largest German festivals. Analysis will focus on functionality and visual design.
After analyzing those three applications, the ticketing systems of the two German festivals will
be examined.
3.1.1 Rock am Ring
Rock am Ring is the largest German music festival in terms of revenue. The operator, “Mark
Lieberberg Konzertagentur”, provides a mobile application for this festival. It is available on
Google Play1 and the Apple Store2 for free and gives its users some basic information.
1 https://play.google.com/store/apps/details?id=com.mlk.rockamring (accessed 13/06/2016) 2 https://itunes.apple.com/de/app/rock-am-ring-die-offizielle/id438327574?mt=8 (accessed 13/06/2016)
6 | P a g e
Users are not prompted to log into an account on first launch of the application, but can use the
app immediately. The start screen (fig. 3.1) welcomes the user with latest information and
displays some sponsors (fig. 3.1 (2)). It does not feel very personal or user centered. Instead, it
looks very commercial due to the presence of the sponsors’ logos.
In the upper lefthand corner can be found a navigation icon (fig. 3.2 (1)), which brings a
navigation sidebar (fig. 3.2) into the canvas with further functions. Alternatively, the user can
swipe right from the left border to get the same sidebar. The menu items in this sidebar include
a time table, line up, favorites, news about the festival, general information, a map of the
festival area, notifications and information about the nearby discounter (LIDL) (fig. 3.2).
The “timetable” (fig. 3.3) is structured as a table with three tabs on top, one for each day of the
festival. On the bottom, the user can switch between different stages. Provided in the table are
photos of the artists, artists’ names, performing stages, play time and a clickable star icon to set
an artist as a favourite. In the “lineup” section, all performing artists are listed, again with the
option to mark a certain performer as a favourite. Those favourites are listed in the next menu
item in the sidebar, which uses the same layout as the timetable.
“News” provides a news stream embedded by the operator, seperated by date and a facebook
and twitter feed.
Source: Marek Lieberberg Konzertagentur, 2015
“Info” lists thirteen different entries with useful tips for the event: arrival, general information,
visitor’s information, visitors with handycaps, caravan, FAQ, festival abc, green camping, site
f ig . 3.1 – Screenshot: Rock am Ring Android app (start)
f ig . 3.2 – Screenshot: Rock am Ring Android app (sidebar)
f ig . 3.3 – Screenshot: Rock am Ring Android app (timetable)
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rules, parking and camping rules, Rock am Ring experience, power supply and environmental
notice. If a user were to needs a piece of specific information, it would take a long time to find it
among all those items. There is no search function to support the user.
The location map utilizes the proprietary map of the phone and marks all points of interest. This
creates a very cluttered and confusing visual. Different areas are highlighted in different colors.
The notification item doesn’t list anything on date of attempt. The last item of the main menu is
“Lidl”. It’s the name of a German discounter and gives information about the closest
supermarket.
These features offer basic information about the festival, but they are very restricted in terms of
their connectivity to other services. Only two of the items use third party services. The news-
section has an embedded facebok and twitter stream, and in the favorites section, there is an
option to connect a facebook account. This, however, was not functional on the date of attempt
(13/06/2016).
The overall appearance is very cluttered and potentially confusing. That many navigational
elements on every edge of the screen create an untidy feel and poor usability.
3.1.2 WorldClubDome
On day of attempt (15/06/2016), the Android version of the World Club Dome application was
not working. This is why the iPhone version was tested.
The WorldClubDome differs from the other festivals analyzed because it is located in a city and
takes place in the indoor “Commerzbank Arena” in Frankfurt. Its operator, BigCityBeats
GmbH, also offers a free mobile application through Google Play3 and the Apple App Store4.
As with the “Rock am Ring” app, no login is needed after opening this application.
The date of attempt is just after the festival itself (03 - 05/06/2016), yet still is the start screen
(fig. 3.4) be used for some useful information. A countdown displays the number of days until
the next festival takes place, in the next year, and a news section gives information about other
upcoming events by BigCityBeats. Another news section called “Latest Updates” shows some
placeholder images for artists’ photos and their names. This is a bit confusing, since it is not an
3 https://play.google.com/store/apps/details?id=de.bigcitybeats.worldclubdome&hl=en (accessed 15/06/2016) 4 https://itunes.apple.com/de/app/world-club-dome/id993476813?mt=8 (accessed 15/06/2016)
8 | P a g e
actual update and looks unfinished. Overall, however, it looks less commercial than the start
screen of the “Rock am Ring” app.
In the upper lefthand corner, a menu icon (fig. 3.4 (1)) brings a navigation sidebar onto the
canvas, and in the upper righthand corner, a calendar icon (fig. 3.4 (2)) that links to a timetable
can be found. There are seven items in the sidebar menu (fig. 3.5), a number that should not be
exceeded according to George A. Miller. In 1955, he found that “there is a finite span of
immediate memory and [...] this span is about seven items in length.” (George A. Miller, 1955,
p. 9). These menu items are: Discover, LineUp | Schedule, Map, Social | News, Camera, Radio
and Partners.
The timetable (fig. 3.6) is arranged into a table where the x-axis represents the time and the y-
axis the variety of stages. Since, on the day of attempt, the festival was already over, it cannot
be discerned whether the time-axis is aligned with actual time so the users could see which
artists were presently playing.
f ig . 3.4 – Screenshot: World Club Dome iPhone app (Start)
f ig . 3.5 – Screenshot: World Club Dome iPhone app (Sidebar)
f ig . 3.6 – Screenshot: World Club Dome iPhone app (t imetable)
Source: BigCityBeats GmbH, 2015
The “LineUp | Schedule” screen is segmented in “own schedule” (fig. 3.7), “artists”, “times”
(fig. 3.9) and “stages” through tabs on the upper edge of the page.
Within “own schedule”, all performances by artists that were previously favored inside the
application are listed. There is also an option to connect one’s Facebook profile. After
connecting the service (fig. 3.8), a profile picture is displayed along with two buttons to share
one’s calendar and to see friends’ schedules. Sharing in this case only shares within the
9 | P a g e
application, and not to Facebook. It is not clear whether Facebook likes are pulled to set favorite
artists.
The “artists” section lists all of the artists playing at the festival in alphabetical order, while the
“times” section (fig. 3.9) sorts this list by play times, and the “stages” section by stages.
f ig . 3.7 – Screenshot: World Club Dome iPhone app (own schedule pre login)
f ig . 3.8 – Screenshot: World Club Dome iPhone app (own schedule post login)
f ig . 3.9 – Screenshot: World Club Dome iPhone app (t imes)
Source: BigCityBeats GmbH, 2015
Overall, the application looks somewhat less cluttered than the “Rock am Ring” app. It uses
only two colors (magenta and shades of grey) and navigation elements are not as fragmented.
Still, there is no consistent grid or pattern recognizable.
3.1.3 Coachella mobile application
The world’s biggest music festival by revenue, Coachella, also provides a free smartphone
application on the Apple Store5 and Google Play6.
When starting the application for the first time, after a flash screen7, there is a series of seven
screens asking about defaults and permissions. These settings include location permission (fig.
3.10), notifications, Facebook or Twitter connection, sharing permissions and setting up an
5 https://itunes.apple.com/us/app/coachella-2016-official/id632833729?mt=8 (accessed 17/07/2016) 6 https://play.google.com/store/apps/details?id=com.goldenvoice.coachellafest&hl=en (accessed 17/07/2016) 7 Screen used while loading the application to place a logo.
10 | P a g e
account to activate the wristband8. Going through all of these steps takes some time and they
cannot be skipped. This may discourage users from using the app, as they might not want to
spend several minutes configuring the application.
After the user completes this procedure, a start screen displays with the navigation sidebar open
on the canvas (fig. 3.11). This gives quick overviews of the available features, which are:
Weather information, Settings, LineUp/Schedule, Map, Wristband, Shuttle, Fun & Essentials,
Eat & Drink, News & Social, Webcast, VR and MyAccount. All menu items are a combination
of icons and text.
f ig . 3.10 – Screenshot: Coachella Android app (Use my location)
f ig . 3.11 – Screenshot: Coachella Android app (Sidebar)
f ig . 3.12 – Screenshot: Coachella Android app (My schedule)
Source: Goldenvoice Concerts, 2016
All in all, Coachella’s mobile application seems to be provide the best service and information
to its users. Additionally, it is the best visually structured.
8 Used as an entry verification.
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3.1.4 Ticketing systems
The German festivals analyzed both use third party ticket providers. WorldClubDome sell their
tickets through PartyTickets9 and Rock am Ring through Eventim10. Both suppliers exclude
refundment in their disclaimers (eventim.de, 2016; partytickets.de, 2011).
From an expert interview with a former BigCityBeats employee, it reveals that this creates a
major issue. Customers that change their minds, and want to get rid of their tickets, try to sell
them through social media channels. This leads to two problems.
Paper tickets are usually based on a QR code, and are either personalized or non-personalized. If
they are personalized, selling is not possible at all, because the secondhand buyer cannot get
access to the event with another person’s name on the tickets. If they are non-personalized, they
can be sold, but the buyer wouldn’t know whether the seller has kept a copy of the ticket. And
with a QR code, only the first person to use it for entry will get access to the festival. If the
person with access is not the legitimate buyer, the frustration will be palpable, even working its
way up to the festival’s operator (von der Heide, Yolanda, 2016).
The other problem is that tickets for an event are being sold at disproportionate prices if the
official sources have sold out. This results in black market sales that the operator cannot control.
3.2 User analysis
Analyzing the potential userbase will give some indication of their experiences regarding
smartphone usage and their personal preferences. Arising from this will be findings that flow
into the requirement analysis and design phase, by providing meaningful insights for user
interface. A survey about smartphone usage on German festivals as part of this thesis (Eichkorn,
2016) achieved 509 responses and will influence the analysis along with secondary literature. If
not stated differently, the following findings and diagrams arose from this survey.
9 https://www.partytickets.de/shops/worldclubdome/shop.php (accessed on 27/06/2016) 10 http://www.eventim.de/rock-am-ring-tickets.html? (accessed on 27/06/2016)
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3.2.1 User knowledge
It is first of all necessary to determine whether music festival attendees do bring their
smartphones along at all. Because a festival can be quite chaotic, and users might fear losing
things, it is possible that they could decide not to bring their valuable devices. In the survey,
however, it was found that 88.2% of respondents do bring their smartphones to festivals. 17.8%
do not, or only bring non-smart cellphones.
The survey also revealed that most
festival visitors are less than 30 years old.
Only a small fraction of visitors, 12.8%,
is older. People born after 1980 are often
called digital natives. They grew up with
digital technology, which is why they are
familiar enough to use it (Buhse and
Reinhard, 2009).
This is a relevant fact to consider, because the implication is that the digital natives’ experience
with smartphone applications is very high. It is especially important since a festival application
doesn’t give its users much time to learn. It is only used once a year, and only then for a few
days during the festival.
Another indicator of their learning ability is their high level of education. 68.8% have a high-
school diploma or higher degree (fig. 3.15).
f ig . 3.13 – Survey: Users that bring smartphones to fest iva ls
Fig. 3.14 – Survey: Age of festival attendees
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Each smartphone operating system has a different design and set of hardware characteristics that
define handling. Consequently, users were also asked which system they use. 64.6% of the
respondents run an Android system on their mobile phones, so they are familiar with typical
Android user interfaces and interactions. Based on this, the concept will concentrate on typical
Android user interfaces and navigation elements.
3.2.2 Personal preferences and characteristics
Problems
To find out which smartphone features might support festival attendees, visitors were asked
about problems they faced and how they used their smartphones on and off festivals in the past.
The three most mentioned problems, according to the survey, are missing an act (56.6%),
standing in line (41.5%) and losing their friends (38.2%).
Fig. 3.16 – Survey: Smartphone system
f ig . 3.17 – Survey: Problems on festivals
f ig . 3.15 – Survey: Educat ion level
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Top smartphone features
The three most used smartphone features outside of festivals are messaging (77%), social
networking (75.2%) and taking photos (71.3%).
Top smartphone features on festivals
At the festival itself, they state that they use the camera (80.9%) and messaging feature to
contact friends at the festival (73%) and at home (57.3%) the most. Based on those values, a
feature analysis can then elaborate on the most useful functions for the application.
f ig . 3.18 – Survey: Most used smartphone features
f ig . 3.19 – Survey: Most used smartphone features on fest iva ls
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Decision-making factors
The respondents were asked which factors most influence their decision to visit a festival. On a
scale from 0 (no influence) to 5 (high influence) 83.3% marked performing artists as a 4 or
higher (fig. 3.20). After other attending friends (63.1% claimed as 4 or higher), this makes it the
highest ranking factor for deciding on a festival.
Feature requests
In a “further comments” section, over 60 wishes for possible application features were posted.
Influenced by the weather conditions of some major German festivals in 2016, a lot of wishes
deal with weather forecasts and disaster warnings. As those were relatively singular
circumstances which are not expected regularly, this thesis will not go into detail about them.
Other frequently mentioned features are offline or low connectivity modes, the ability to save
one’s campsite or parking lot and making and tracking friends.
Privacy concerns
Smartphone applications have access to all kind of data. Some can access the internal phone
book, location or even private photos. Some of this access is needed for a designated purpose.
Others collect even more information about their users than necessary. This data can then be
sold for a great deal of money. For consumers, it’s difficult to distinguish whether a permission
is justified or not. And even if it is needed, users usually don’t know if it’s handled privileged.
Therefore, most concerns over privacy are due to poor communication about how their data is
processed. And with that comes concerns about privacy and becoming a so called “transparent
f ig . 3.20 – Survey: Reasons to vis it a fest iva l (artists)
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citizen”, where everything about everyone is known by companies and governments (Statista,
2015). Compared to other European countries, with 62% of all citizens being worried about
their private data, Germany is one of the countries with the most privacy concerns. Only Spain
has a higher rate at 78% (Symantec, 2015).
These concerns make it very challenging for developers to build trust in their services. iOS and
Android make it easier for users to determine when a permission is needed. Users have to
confirm a permission right when the app tries to access it the first time. With this method, users
can feel more confident about their data, knowing the extent to which it is being used.
3.2.3 Intoxication on music festivals
Where people come together to celebrate, alcohol is frequently involved. At music festivals, it is
abundantly clear that many visitors are intoxicated. Because visitors consume much of the
alcohol beforehand, it is quite difficult to determine the average amount of alcohol consumed at
festivals. In an expert interview, however, it was stated that about 75% of all visitors are clearly
intoxicated (von der Heide, 2016). Since it is not possible to determine the average blood
alcohol level, it is assumed that the average is around 0.8‰. This value will be used as a
reference and considered in the conception.
Up to 0.8‰ blood alcohol concentration is enough to cause light influence on both sight and
coordination and 0.8‰ and above seriously influences eyesight and body coordination (Sucht
Schweiz, 2014). To use an application on a small smartphone screen, good hand-eye
coordination is very important, as well as good eyesight. Intoxicated users may find it difficult
to navigate through an application and recognize important elements.
However, a clear assessment cannot be made regarding how elements should be designed for
intoxicated users. “Font size is variable, and so is focus and attention. There’s no definitive font
size” (Littauer, 2016).
Littauer also claims, however, that being drunk reduces the user’s willingness to read texts.
Images and design should indicate what a design is intended to be and whom it is for. If much
text is needed it is not a good design. If content is redundant, users will be even more likely to
skip it. Things that appear elsewhere, or are not essential for comprehension, should be omitted.
Additionally, because drunk users do not have the ability to think complexly, one should not
create new, abstract visuals that the user might never have seen before. Rather, it is important to
use common standards that have already been learned. Also, call to action buttons are not clear
or prominent enough, and are easily overlooked when being drunk (Littauer, 2015).
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It is explicitly important, therefore, to simplify an application for a very likely intoxicated target
audience. Navigation structure and navigation elements must be simple and easy to recognize
and understand. Texts and interactive elements should not be too small and icons can support
text elements as seen in the Coachella application (3.1.3).
3.3 Environmental analysis
Every environment provides different conditions. Those conditions may affect the usability of a
mobile application, so it’s necessary to discover and consider those conditions in order to
develop an appropriate application. Analyzing the unique conditions of field at a music festival,
the environment must be observed, especially determining the differences and departures from a
more regular environment11. While there are many irregular conditions, like loudness and tight
crowds, this thesis will concentrate on two major aspects as they distinguish the use of a
smartphone at a festival from more regular use. These aspects are the short period of
introductory and restricted mobile connectivity.
3.3.1 Short introductory period
Festival applications are usually installed right after their release (von der Heide, 2016). It is
then assumed that they are only being intensely used during the festival. Music festivals usually
do not last longer than three days, as do the two German festivals of the analyzed applications in
chapter 3.1. So the window of time for the user to familiarize them self with it is very short. It
can only be extended slightly if features that provide a benefit before the festival are
implemented, and if the application gets promoted enough beforehand.
11 By this are meant conditions in everyday use like on the street, at work or at home where special conditions as on festivals do not occur.
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3.3.2 Mobile connectivity on music festivals
There are two problems that cause restricted mobile connectivity at music festivals. The best
mobile connectivity is found in city areas where radio cells are positioned. The power flux
density, which is the intensity of the radiation, decreases by a quarter in relation to the distance
(Jörn, 2003, p. 34). Many music festivals are loud and require a lot of space, so they take place
in remote areas where this space is available. However, the further they are from populated
areas, the worse the connectivity becomes. The availability of Broadband LTE in Germany is
mostly centered in major cities (cf. Fig. 3.21).
Additionally, radio cells can only supply a limited number of users. According to Rogowsky,
when too many users log into a single radio cell, the provided bandwidth is divided between the
number of users, and connection gets very slow. An overloaded network is the result
(Rogowsky, 2012).
Since the concept and design of an application cannot solve that issue significantly, it will not
be considered in the further course.
Fig. 3.21 – Over lay of LTE connect iv ity (purple) of Telekom and some music fest ivals ( red pins) in Germany (Google, 2016; Telekom, 2016)
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3.4 Feature analysis
The preceding actual state analysis, user analysis and environmental analysis provide valuable
information regarding which features are useful and should be implemented in an application
for music festival visitors. Using this information, this chapter will amass all of the necessary
functions for a mobile application for German music festivals. This thesis, however, will not
discuss every feature in detail. It will concentrate on new ideas, rather than features already
available in existing festival applications. Those will be mentioned if they ought to be carried
over and whether they are in need of improvement.
3.4.1 Login
In the actual state analysis of the Coachella application (3.1.3), it was shown that upon the
initial launch of the app, the user is prompted to login, and taken through a long process of
setting up the application. In the other two analyzed applications, there is no login at all. Only
connecting the application with one’s Facebook account is possible.
This seems to be more convenient, since 25.9% of all users are not willing to use a login for
such an application (Eichkorn, 2016). Furthermore, a seven step process is not within proportion
for an application that will only be used for a couple of days.
As a result, a login function should only be placed where necessary. Also, a one-click social
login ought to be possible, as it was demonstrated that users are more willing to register for an
application if they don’t have to sign up manually (Eichkorn, 2016). With a social login, instead
of manually typing in the user details, they are just pulled from a respective network.
Permissions should only be requested where needed. And since Android 5.0, permissions like
location or camera access are requested as needed, not right at installation (Google, 2015). This
way, the user is not asked unnecessarily, without having even used a function that requires
permission, as seen in the Coachella application (cf. 3.1.3).
3.4.2 Ticketing
Such a feature is not available in any of the analyzed applications. Instead, their operators sell
the festival tickets through third party suppliers on external websites. Problems that result from
this practice were mentioned in chapter 3.1.4. A dedicated ticketing feature inside the
application should address those problems. In the ticketing section, users must be able to both
buy new tickets and manage their existing ones.
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As potential customers are more willing to buy a product if they have the chance to return it
(DeMicheli, 2013, p. 146), an option to return purchased tickets should be available. For
operators, though, this means huge uncertainty regarding whether customers will keep their
tickets or not. That is why this option can only allow users to swap tickets with other visitors. A
function to release a ticket and offer it on the original market, at the original price (fig. 3.23),
prevents the rise of black markets and gives an official opportunity to people who want to buy
sold out tickets. The money, however, will only be returned to the seller if someone else buys
the released ticket the market again.
f ig . 3.22 – Diagram: Ticket market structure (a)
f ig . 3.23 – Diagram: Ticket market structure (b)
Both parties, the seller and the buyer, will be kept anonymous, and the first offer placed on this
market will be the first available to new customers. This offers a fair exchange and leaves no
room for privileging or competition to emerge. So, the chance to sell one’s ticket is only
determined by the time the offer is placed. The earlier somebody offers tickets, the higher the
chance is that someone else will buy them. These secondhand tickets ought also to be prioritized
over the original tickets.
After a successful transaction, the old ticket and its corresponding QR-code will become
invalid, and a new ticket will be created in the account of the new customer.
This enables a risk-free transfer of the ticket for both the seller and the buyer, and eliminates the
possibility of scam, which also is a common issue for festivals (3.1.4). And with the opportunity
to get one’s money back, buying a ticket will feel more like registration, granted there cannot be
absolute certainty that someone else will buy it.
Alternatively, if the ticket owner knows a prospective customer personally, he or she can also
change the name of the ticket owner inside the app and treat the transfer privately.
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When the application locates a visitor at an entrance, the QR code within the ticketing section
will become very prominent for the user. This will make access easy and stress free.
Another benefit of a ticketing system within the application is that the users have good reason to
install and use the app, even before the festival has started. Users that might otherwise not use
the application will now have access to it, giving them an opportunity to learn and familiarize
themselves with the features before the festival even begins.
3.4.3 Gigs
The gigs section can widely be adapted from the analyzed applications in chapter 3.1.
As showtimes of artists are usually fixed weeks before the festival begins, they should be
entered into the application as early as possible. Performing artists are one of the main reasons
for people to visit a festival (3.2.2).
This can therefore serve as a promotional platform. By letting the user choose their favorite
artists, they can generate their personal schedules ahead of time. Connecting services like
Facebook or Spotify, this process can be simplified even further. Likes of artists’ Facebook
pages can analyze the user’s preferences. Not only the specific artists playing at the festival (cf.
analyzed apps from 3.1), but also artists of the same genre can be considered to create a
personalized timetable.
3.4.4 Information
As long waiting times were one of the top responses to the survey regarding things that can be
annoying at festivals, a method of reducing these could improve the visitors’ experience. Beside
the basic information that festival applications already provide, this section should also provide
smart information. During the festival, beacons on food stalls can track every visitor with the
application installed on their smartphones. Derived from the number of recognized devices, an
average waiting time can be estimated. This data can flow into the information about the various
food and drink stalls, in the form of a graphic indicator.
3.4.5 Food and drink purchase
A function of the application that would allow users to preorder food and drinks is another way
that this app could help reduce visitor frustration. The user can simply browse through the
different vendors, chose the desired product and even pay for it through the app. This
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information will then be pushed to the staff of the food stall so that they can prepare it. Once
finished, they can put it into a designated food box (fig. 3.24) and notify the customers through
the app. They can then simply go and claim the food or drink through a QR code or NFC with
no waiting time at all.
f ig . 3.24 – Sketch: Food sta l l with food boxes
3.4.6 Recap
For the operator, the work usually does not end at the conclusion of the festival itself. Social
media is used for visual recaps, and post-event movies are a very common way to promote the
past festival, thereby raising attention and awareness for the upcoming event in the following
year. Because most festivals are held annually, it makes sense to keep the marketing up in
between events. Throwbacks can produce emotional content and incite desire for the customer.
If this is being used, not only on the website and social media, but also inside the application,
users might be tempted not to uninstall the app. It then becomes easier to convert a user into a
visitor in the next year, because an application binds the customer to a seller.
3.4.7 Feedback
Another important post-festival entity is feedback. This is quite often unwanted negative
criticism posted publicly on social media. According to Hennig-Thurau, people usually don’t
see the need for feedback if they are satisfied with a product or service. Negative feelings, on
the other side, can bring imbalance. This imbalance can be restored through expression by
“venting negative feelings” (Hennig-Thurau et al., 2004, p. 44). That’s why most feedback of
this kind is very negative.
Feedback can help improve a product or a service by reducing the factors that customers
criticize, but if the easiest way to give feedback is publicly on social media, it can drastically
damage a company’s image.
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Implementing a feedback function inside the app kills two birds with one stone. On the one
hand it encourages visitors to give valuable feedback that they may want to get off their chests.
On the other hand, it creates a discrete channel where other users can’t see the negative critique.
Additionally, it gives the visitor the feeling of being heard and understood.
3.4.8 Affiliate
Affiliate marketing is also very common in the event industry (von der Heide, 2016). Different
event agencies cooperate to promote events between themselves. A festival application is an
ideal medium to advertise other upcoming festivals in the same musical genre. The user is the
perfect audience, because he or she likes the respective music and was already willing to pay for
a festival.
3.4.9 Lost & Found
At the WorldClubDome, an average of 70 personal belongings are returned by visitors (von der
Heide, 2016). It is assumed that this is an average for most festivals. Coordinating the return of
these items to their owners is a time-consuming process. Usually, the affected attendee calls or
emails the operator and asks for the item. The operator then needs to check through all lost
items, which are sorted by type. The owner’s address is then noted, so that their item can be
returned. This takes considerable time and effort. Also, if the operator fails to identify the item,
the owner will never get their belongings back.
A dedicated section inside the application can provide a platform for affected customers to
coordinate this themselves. The operator then needs to index all items, so users can find and
claim them through the application. In a contact form, the user tells the operator their address,
so the lost item can be sent back to its owner.
3.4.10 Promotion
In the era of web 2.0, referral marketing has become more and more important. Users trust their
own friends more than they trust generic advertisements (Nielsen.com, 2013). This principle can
be used inside the app to engage users, to promote the app between friends on social networks
or via mail and text messages.
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3.4.11 Search
None of the analyzed applications in chapter 3.1 provide a search function. For the target
audience determined in chapter 3.2, it is important to make information easy searchable and
accessible. To realize this, a search function must be implemented.
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4 CONCEPTION
The concept will be based on all preceding accumulated knowledge. In 4.1, the structure of the
application will explain how the different pages are connected together, and how they are
navigated through. User stories in chapter 4.2 will define two possible use cases and chapter 4.3
will then transform them into wireframes. In chapter 4.4, wireframes of pages whose
functionality was previously discussed in detail are created and developed as a final design.
4.1 Structure
4.1.1 Context awareness
Context awareness is the aim to let programs detect the user’s environment and react
accordingly. The scientific vision is to provide information and functions only when and where
they are needed. Mobile devices provide the best opportunities for content aware systems. With
their wide variety of sensors, like GPS or motion, they act as both the sensing device and the
computer (Lovett and O'Neill, 2012, pp. 2–3). Context aware functions are especially useful in
situations where the user may need to be supported for different reasons.
There are two factors that require a very simple and flat structure in a mobile application for
music festivals. Both result from the user analysis in chapter 3.2. For one, festivals usually only
last a few days. This means that visitors use the application for only a few days as well. There
is, in this case, no time to explore the app and become familiar with it. The second point is that
many festival visitors are noticeably intoxicated, which affects both eyesight and physical
coordination.
For both of these facts, an overload of information and functions should be avoided. Therefore,
the application should only provide the information needed at that time, at the actual location.
Using the time and location information, functions can be filtered out of the application, if not
applicable, to reduce its scope or rearrange properties by significance for reasons of clarity and
comprehensibility. This context awareness will make the application clearer and more intuitive
for its users.
Context awareness will primarily be found in three areas of the application: The sidebar, the
user section and notifications. The structure of these three areas will be discussed in more detail
in chapter 4.3.
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Time
Two factors will be considered regarding context awareness. The first is the factor of time. The
application will therefore be separated in three major time-wise states:
1. Before the festival
2. During the festival
3. After the festival
The first state will last from the release of the application through the opening of the music
festival. In this first state, only four main features will be available: a ticketing system, general
information, day planning and promotion (fig. 4.1). This thesis will discuss a ticketing system in
more detail and only touch on the other two topics.
f ig . 4.1 – Diagram: Applicat ion structure before the fest iva l
Features like a map and social feeds can still be accessed; however, they are not to be placed as
prominently as they will be during the festival.
The second state will start on the first day of the event and end on the final day. Five main
features will therefore be available: gigs, information, map, food & drink and social (fig. 4.2).
As those features are almost all available in existing festival applications (2), this thesis will
only elaborate on “food & drink” and “waiting times”.
The managing part within the “ticketing” section will be disabled completely, to avoid ticket
transfers during the festival. Visitors could otherwise use one ticket for multiple people, as they
might want to see artists whose playtimes do not collide. So once the ticket has been validated
on entry and a visitor enters the festival, a return will no longer be possible.
f ig . 4.2 – Diagram: Applicat ion structure during the festiva l
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After the festival will form the last state of context awareness. Here only “feedback”, “recap”,
“affiliate” and “lost & found” will be available (fig. 4.3).
f ig . 4.3 – Diagram: Applicat ion structure after the festival
Location
The second factor being sensed by the context aware system is the user’s location. If the user is
at a stage, the timetable for that particular stage will be more prominent inside the application. If
they are near a food booth, a notification about that menu can be pushed through the app.
To locate the user precisely enough, the app can use not only the GPS sensor, but also beacons
on stages, food stalls or other places, that can provide useful information with functions inside
the application.
4.2 User stories
This chapter defines possible user stories of two main features which this thesis focuses on:
ticketing and ordering food.
Ticketing
Table 4.1 – User story: Buy t ickets
Name Buy tickets
Actor Buyer
Description The user wants to buy one or more tickets
Flow 1. Choose a ticket category
2. Choose the amount of tickets
3. Proceed to checkout
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Table 4.2 – User story: Sel l t ickets
Name Sell tickets
Actor Seller
Description The user wants to sell his tickets
Flow 1. Select the tickets he or she wants to
sell
2. Click on “release” button
3. Confirm the dialogue
Food order
Table 4.3 – User story: Order food
Name Order food
Actor Visitor
Description The user is hungry and wants to buy food
Flow 1. Browse through the supply of the
different food stalls
2. Check waiting times
3. Decide for one item and order it
4. Go through payment process and pay
5. Get notified when ready
6. Walk to food stall
7. Access a numbered food box through
a personal QR code or NFC
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4.3 Wireframes
Wireframes exist to display arrangements of all the elements of an application or website. They
give valuable insight in usability, without distraction by colors, and can also make reference to
interactivity, showing how the elements move or react to user action and how different pages
link to each other.
4.3.1 Menu
Navigation menus are often located in a hidden sidebar, which must be pulled out onto the
canvas. To make this more easily accessible for the target audience, in the festival application it
will be placed on the main screen, visible from the start.
The menu will adapt to the context as described in chapter 4.1.1. Three time-wise states will
determine which features should be available and how they are to be arranged. For example,
during the festival, the “gigs” menu item is on position one. However, if the user is near an
entrance, the ticketing item, which is usually not visible at all during the festival, will take its
place.
f ig . 4.4 – Wireframe: Menu before
f ig . 4.5 – Wireframe: Menu dur ing
f ig . 4.6 – Wireframe: Menu after
A profile photo and the user’s name will be located at the very top of the navigation sidebar for
easy access to the profile area. Below is a section for menu items, where a maximum of five
items will be visible during the festival (fig. 4.5). Before (fig. 4.4) and after the festival (fig.
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4.6), there will only be four items placed there. However, a “more” button below will allow the
user to unhide further menu items if they are applicable in the situation. Instead of adding a
“less” button, the items displayed additionally will again be disabled, once the user hides the
menu by scrolling down (cf. fig. 4.11fig. 4.13).
f ig . 4.7 – Wireframe: Menu before (more)
f ig . 4.8 – Wireframe: Menu dur ing (more)
f ig . 4.9 – Wireframe: Menu after (more)
To support the text-based menu, descriptive icons will support the user in finding what they are
looking for. The individual menu items will also be extra-large and square, rather than
rectangular, to make it easier to press the intended item while intoxicated (cf. 3.2.3). It is
assumed that people will not be intoxicated while using features available before the festival,
such as the ticketing system. However, to provide a consistent design and allow users to learn
the application, the elements will nevertheless be the same size as during the festival.
By displaying the menu on the canvas and the content below, a very flat hierarchy can be
achieved. The structure of the application will never get deeper than two levels (fig. 4.10). All
basic information is displayed on the top level. Only details are located on level two.
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f ig . 4.10 – Depth of appl icat ion structure
Below the menu, the first entry applicable in the actual state of content awareness will be visible
to the user. Scrolling the content up will move the entire section, hiding the menu above (fig.
4.11 - fig. 4.13). Scrolling even more will also hide the profile section, to provide the maximum
space for the content. Scrolling back down will bring the elements back.
f ig . 4.11 – Wireframe: Menu scrol led 1
f ig . 4.12 – Wireframe: Menu scrol led 2
f ig . 4.13 – Wireframe: Menu scrol led 3
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4.3.2 Ticketing
The ticketing section is segmented into three sections, separated by tabs. The first tab will let
the user choose a ticket and the amount he or she wants to buy. With the desired tickets
selected, a very prominent button (cf. 3.2.3) on the lower edge (fig. 4.14 (1)) will lead to a
checkout process.
f ig . 4.14 – Wireframe: buy tickets
As described in chapter 3.4.2, the “Manage” tab will allow the users to get rid of their tickets.
Until they selected a ticket they want to modify, the call to action button will serve as an
instruction (fig. 4.15 (1)). Once they selected a ticket, they can either rename or release it to the
market place.
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f ig . 4.15 – Wireframe: Manage tickets (se lect)
f ig . 4.16 – Wireframe: Manage tickets
f ig . 4.17 – Wireframe: Confirm ticket re lease
The last tab serves as the entry authentication with either a QR code or NFC technology.
f ig . 4.18 – Wireframe: T icket entry
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4.3.3 Food order
Within the “FOOD & DRINK” section, content is separated into “Order” and “My order”, and
here the users can browse through different food stalls, see the average waiting time indicated
through text and graphical elements and order what they decide (cf. 3.4.5).
f ig . 4.19 – Wireframe: Food (overview)
f ig . 4.20 – Wireframe: Food (detai l )
f ig . 4.21 – Wireframe: Food (conf irm order)
Within “My orders” the users can see, when their food is ready and collect it at the respective
food box as described in chapter 3.4.5.
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f ig . 4.22 – Wireframe: Food (My orders)
f ig . 4.23 – Wireframe: Food (c laim order)
4.3.4 My festival
The user analysis stated that a common problem, festival visitors face, is losing their friends (cf.
3.2.2). A “friends” section within one’s profile can indicate the friends’ location with the aim of
GPS and beacons. Within “my gigs” the user finds playtimes his or her favored artists.
f ig . 4.24 – Wireframe: My fest ival (f r iends)
f ig . 4.25 – Wireframe: My fest ival (my gigs)
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4.4 Design
Based on the wireframes, this chapter will finalize the concept by applying color, iconography,
images and detailed graphical elements.
4.4.1 Style guide
Usually in a design process, colors, typography and other essential design elements must be
defined. As this thesis, however, develops a universal design for music festivals of all kind, the
visual style of the concept is only functioning as a placeholder. Colors, fonts and imagery can
be adapted to the corresponding corporate design of the particular festival.
The color palette, however, shall contain three shades of grey, which allows any brand color to
function as the primary color. Using only one main color achieves a simple design. This color
should only have two shades (fig. 4.27) to emphasize certain elements and mark inactive ones.
Because in chapter 2.3, it was revealed that most festival visitors use smartphones running
Android, an 8px grid will be used for graphical components and a 4px grid for type aligning.
Google recommends an 8dp12 or 4dp grid in its Material Design style guide (Google, 2014b).
f ig . 4.27 – Example of baseline gr id (Google, 2014a)
f ig . 4.28 – Example of typography in a baseline gr id (Google, 2014a)
12 Density independent pixels are flexible elements that scale according to the density of a screen’s resolution (Google (2014a))
f ig . 4.26 – Color pa lette
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4.4.2 Typography
Considering the previously acquired knowledge regarding inebriated users (cf. 3.2.3), the
application only uses very little text. The chosen font family, Roboto, was designed by Christian
Robertson especially for smartphone screens. Six different font styles are provided in
consideration of versatility and other various elements. None of the designated font styles are
smaller than 20dp, to support reading by intoxicated users.
f ig . 4.29 – Typography
4.4.3 Iconography
As stated in chapter 3.2.3, using icons together with text as menu items can help especially
intoxicated users to find the right menu item, because icons are much easier to identify than
texts. They have the additional benefit of being universally understandable, regardless of
language (Teubal and Guberman, 2014, p. 75). Festivals are multicultural events and Germany
especially is easily accessible to many foreign people, since it is located so centrally in Europe.
90% of all foreign festival attendees at the World Club Dome come from surrounding countries
such as France or Italy, or from South American countries, where they might not speak German
or English (von der Heide, 2016).
Table 4.4 – Menu iconography
Tickets
Map
Lost & Found
Information
Food & Drink
Affiliate
Promotion
Social
Recap
Gigs
Feedback
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4.4.4 Final design
The final design is the product of all preceding findings, with added color, iconography and a
grid of the wireframes.
Menu
f ig . 4.30 – Design: Menu before
f ig . 4.31 – Design: Menu dur ing
f ig . 4.32 – Design: Menu after
f ig . 4.33 – Des ign: Menu before (more)
f ig . 4.34 – Des ign: Menu dur ing (more)
f ig . 4.35 – Design: Menu after (more)
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Tickets
f ig . 4.36 – Des ign: T icketing (buy)
f ig . 4.37 – Des ign: T icket ing (manage 1)
f ig . 4.38 – Des ign: T icket ing (manage 2)
f ig . 4.39 – Des ign: T icket ing (entry)
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Order food
f ig . 4.40 – Design: Food stal ls (overview)
f ig . 4.41 – Des ign: Food stal ls (detai l )
f ig . 4.42 – Des ign: Food stal ls (conf irm order)
f ig . 4.43 – Design: My order
f ig . 4.44 – Design: C laim order
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My festival
f ig . 4.45 – Design: My fest iva l (f r iends)
f ig . 4.46 – Design: My fest iva l (My g igs)
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5 REVIEW
5.1 Tenor of work
The aim of this thesis was to develop a universal concept and design for a mobile application for
German music festivals.
In chapter 2, the relevance of musical events in general, and in Germany in particular, was
determined to confirm the relevance of the entire thesis. Because these kinds of events represent
a growing market, both nationwide and globally, the significance was confirmed. The role of
smartphones in everyday life was analyzed to determine their usefulness at providing
information and support in this form. Because mobile devices are ubiquitous in Germany, it was
concluded that they do qualify for this field of application.
To collect and evaluate applications of music festivals, three existing event applications were
analyzed in chapter 3.1. This investigation concentrated on application features and design
aspects. Because many of the features are only available before or during a festival, some of
them could not be tested. For these, the analysis considered assumptions of how they would
function under required circumstances.
As none of the analyzed applications included a ticketing system, in chapter 3.1.4, the ticketing
systems of the two German festivals were examined. Both use a third party supplier for event
tickets, which relinquishes operator control and causes a multitude of problems, as determined
in an expert interview.
A survey as part of this thesis provided valuable insights into both demographics and user
behavior, along with information that proved exceptionally relevant for the user analysis in
chapter 3.2. Common problems that users face at festivals, as well as their input on frequently
used features and feature requests, were explored. This survey influenced the development of
this thesis considerably. The login function was relocated to a more practical place, because the
initial prompt was something of a barrier to users who may have been interested, but not yet
committed. Other important findings included the insight that most festival attendees use
smartphones running an Android operating system, that they are very often intoxicated and that
almost all of them bring their smartphones to music festivals.
In the environmental analysis conducted in chapter 3.3, possible external factors at music
festivals were examined. Certain factors like poor connectivity were recognized, but not further
investigated, as they are more considerable for development. Much more applicable to this
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analysis were factors like the short interval of festivals, which concurrently limits the user’s
introductory period with the application.
A feature analysis was then deduced from these findings in chapter 3.4. Functions like
personalized timetables and information, which are already common in festival applications,
were not discussed in detail. Instead, the focus centered around possible new features. A more
advanced ticketing system, which grants users the abilities to return their tickets and to use their
smartphones for entry, was one of them. Another feature that circumvents waiting times at food
stalls, by preordering meals inside the app, was presented.
In chapter 4, all the findings of the thesis so far were used to define a concept matching the
requirements of a music festival. A low structure for the target audience was made possible
through context aware content and a menu on the start screen. And in chapter 4.4, a consistent
grid was applied to achieve a homogeneous design. Icons were also designed to support menu
texts.
5.2 Outlook
This thesis forms a foundation for developing smartphone applications for German music
festivals, taking into consideration their special circumstances. Music events and mobile
technology are both growing enterprises. Event operators have already recognized the
opportunity in mobile applications. Having such an application for music festivals might not be
the only key to attendance success, as visitors do not currently rank it as an important factor in
their decision making process (Eichkorn, 2016). This thesis, however, could show that some of
the main issues affecting such events could be avoided through optimized applications and, so
too can the visitors’ satisfaction be subconsciously improved through this enhanced experience.
Some issues not fully addressed in this thesis could constitute much of another paper. It was
concluded that bad connectivity is an issue for cell phones at festivals. Another potential issue
lies in how users could misuse a “lost & found” section within the application, if they decide to
be dishonest in their claims. Additionally, precise user tracking through beacons, as mentioned
in this thesis, does require that every or even that most visitors have installed the application. As
this cannot be taken for granted anyway, a system proposing chips within a mandatory festival
wristlet could be developed in a further thesis. And smart watches can be considered in the
ticked validation or food order process as they become more and more popular.
Coachella is already providing a virtual reality application, where users can virtually walk
through the festival area. The next step would be augmented reality. In an example like this, a
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pair of AR goggles could be utilized to mark points of interest in the user’s field of vision or to
provide information about artists or playing songs. Even stage shows could be projected through
AR.
5.3 Closing word
The conception of the application and preceding analysis lay the groundwork for a final app for
music festivals. Based on the findings of this thesis, an application suiting the users’
requirements can in fact be developed. Only then could an actual improvement of the visitors’
satisfaction can be tested in a realistic environment, and eventually ascertained.
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VI. ATTACHMENTS
• Publication bibliography
• Experteninterview mit Yolanda von der Heide
• Expert interview with Richard Littauer
Also part of this thesis is a USB stick with the following content
• Bachelor Thesis (PDF)
• Survey “Smartphone-Nutzung auf Musik-Festivals” (PDF)
• Poster presentation (PDF)
• Screenshots of analyzed applications
• Wireframes (XD + PGN)
• Design (XD + PNG)
o Icons (AI + PNG)
o Images (JPG)
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6 References
BigCityBeats GmbH (2015) World Club Dome: Android app (1.3.0) [Computer program].
Available at https://play.google.com/store/apps/details?id=de.bigcitybeats.worldclubdome
(Accessed 15 June 2016).
Bitkom (2015) Smartphone features: usage in Germany 2015 | Survey [Online]. Available
at http://www.statista.com/statistics/436515/smartphone-features-usage-germany/ (Accessed 13
June 2016).
Buhse, W. and Reinhard, U., eds. (2009) DNAdigital - Wenn Anzugträger auf Kapuzenpullis
treffen: Die Kunst, aufeinander zuzugehen, Neckarhausen, whois.
cbinsights (2016) The Race For AI: Google, Twitter, Intel, Apple In A Rush To Grab Artificial
Intelligence Startups [Online]. Available at https://www.cbinsights.com/blog/top-acquirers-ai-
startups-ma-timeline/ (Accessed 13 July 2016).
DeMicheli, M. (2013) Onlinemarketing-Praxis für Webshops: Über 300 Praxistipps für mehr
Umsätze und Verkäufe in Onlineshops vom Suchmaschinenmarketing über Verkaufsförderung
und Newsletter bis zur Produktpräsentation, 2nd edn, Zürich, PRAXIUM.
Eichkorn, J. M. (2016) Smartphone-Nutzung auf Musik-Festivals.
eventim.de (2016) Widerrufsrecht eventim.de [Online] (VI, 1.). Available at http://
www.eventim.de/tickets.html?affiliate=EVE&doc=info/terms.
George A. Miller (1955) ‘The Magical Number Seven, Plus or Minus Two: Some Limits on Our
Capacity for Processing Information’.
Goldenvoice Concerts (2016) Coachella 2016 Official (5.2.37) [Computer program]. Available
at https://play.google.com/store/apps/details?id=com.goldenvoice.coachellafest.
Google (2014a) Material Design Style Guide Layout - Units and measurements: Layout – Units
and measurements [Online]. Available at https://material.google.com/layout/units-
measurements.html.
Google (2014b) Material Design Style Guide Layout- Metrics & keylines [Online]. Available
at https://material.google.com/layout/metrics-keylines.html.
Google (2015) Requesting Permissions at Run Time [Online]. Available at https://
developer.android.com/training/permissions/requesting.html.
Hennig-Thurau, T., Gwinner, K. P., Walsh, G. and Gremler, D. D. (2004) ‘Electronic word-of-
mouth via consumer-opinion platforms: What motivates consumers to articulate themselves on
the Internet?’, Journal of Interactive Marketing, vol. 18, no. 1, pp. 38–52.
Hiller, R. S. (2016) ‘The importance of quality: How music festivals achieved commercial
success’, Journal of Cultural Economics, vol. 40, no. 3, pp. 309–334.
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Jörn, F. (2003) Strahlung im Mobilfunk: Elektrosmog - Fakten technisch anschaulich gemacht ;
Lebensrisiken wie z.B. Krebs - Elektrosensibilität - Mobilfunkfrequenzen - Sicherheitsabstände -
Antennen suchen und finden - Elektrosmog selbst messen, Poing, Franzis.
Katz, M. L. and Shapiro, C. (1994) ‘Systems Competition and Network Effects’, Journal of
Economic Perspectives, vol. 8, no. 2, pp. 93–115.
Littauer, R. (2015) 10 Things I Learned About UX By Being Drunk [Online]. Available
at https://www.shopify.com/partners/blog/78184134-10-things-i-learned-about-ux-by-being-
drunk.
Littauer, Richard (2016) Unpublished interview conducted by Jens M. Eichkorn, 2016.
Lovett, T. and O'Neill, E. (2012) Mobile Context Awareness, London, Springer London.
Marek Lieberberg Konzertagentur (2015) The official Rock am Ring App (4.2.1) [Computer
program]. Available at https://play.google.com/store/apps/details?id=com.mlk.rockamring.
Nielsen.com (2013) UNDER THE INFLUENCE: CONSUMER TRUST IN ADVERTISING
[Online].
partytickets.de (2011) Vermittlungsvereinbarungen Partytickets.de [Online] (6.1). Available
at https://www.partytickets.de/shops/worldclubdome/shop.php?cat=ticketshop&sec=terms
(Accessed 12 August 2016).
Pew Research Center (2015) Smartphone ownership by age in selected countries 2015 | Statistic
[Online]. Available at http://www.statista.com/statistics/539409/smartphone-ownership-by-age-
in-selected-countries/ (Accessed 13 June 2016).
Pollstar (2015) Musik-Festivals - Top 20 weltweit nach Umsatz 2015 | Statistik [Online].
Available at http://de.statista.com/statistik/daten/studie/303823/umfrage/top-20-musikfestivals-
weltweit-nach-umsatz/ (Accessed 13 June 2016).
Shephard, R. J., ed. (2015) An Illustrated History of Health and Fitness, from Pre-History to
our Post-Modern World, Cham, Springer International Publishing.
Statista (2015) E-Government - Bedenken beim Datenschutz 2015 | Umfrage [Online].
Available at http://de.statista.com/statistik/daten/studie/167114/umfrage/bedenken-beim-
datenschutz-bei-egovernment-angeboten/ (Accessed 13 June 2016).
Statista (2016) Anzahl der Smartphone-Nutzer in Deutschland in den Jahren 2009 bis 2016
[Online], Germany. Available at http://de.statista.com/statistik/daten/studie/198959/umfrage/
anzahl-der-smartphonenutzer-in-deutschland-seit-2010/.
Statista - Digital Market Outlook (2016) Music Events - worldwide | Statista Market Forecast
[Online]. Available at https://www.statista.com/outlook/273/100/music-events/worldwide
(Accessed 13 June 2016).
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Strelow, O. Before the festival [Online]. Available at http://www.fehmarnfestival1970.com/
(Accessed 12 August 2016).
Sucht Schweiz (2014) ‘Alkohol: Alkohol: Kulturgu, Konsumgut und psychiaktive Droge’.
Symantec (2015) Datenschutz - Anteil der Personen mit Bedenken in Europa im
Ländervergleich 2015 | Statistik [Online]. Available at http://de.statista.com/statistik/daten/
studie/415956/umfrage/bedenken-beim-datenschutz-in-europa-nach-laendern/ (Accessed 13
June 2016).
Teubal, E. and Guberman, A., eds. (2014) Graphic texts: Literacy enhancing tools in early
childhood, Rotterdam, Sense Publishers.
von der Heide, Yolanda (2016) Unpublished interview conducted by Jens M. Eichkorn, 15
August.
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VII. Experteninterview mit Yolanda von der Heide
Erklärung
Yolanda Von der Heide war von 2009 bis 2015 in den Bereichen Marketing und Event bei der
Veranstaltungsagentur BigCityBeats GmbH tätig. Sie ist mit der Aufnahme und Verwendung
des Interviews vertraut und einer namentlichen Erwähnung einverstanden.
Einleitung
Vielen Dank, dass du dir die Zeit nimmst, mir meine Fragen im Rahmen meiner Bachelor-
Thesis zu beantworten. Durch deine langjährige Mitarbeit bei BigCityBeats und der
Organisation an Großveranstaltungen wie dem WorldClubDome mit bis zu 40.000 Besuchern
am Tag, ist dein Wissen in dem Bereich von Festivals sehr nützlich bei meiner
Forschungsarbeit.
Frage 1: Ich nehme an, dass auf Musikveranstaltungen viel Alkohol fließt. Kannst du eine
Aussage darüber treffen, wie viele Besucher im Durchschnitt deutlich merkbar angetrunken
sind?
Antwort: Die Rate an angetrunkenen Besuchern ist beim WorldClubDome im Vergleich zu
beispielsweise Techno-Festivals relativ hoch. Bei EDM [Anm. d. Red.: EDM = electronic dance
music] wird vornehmlich getrunken anstatt andere Drogen zu konsumieren. So hat jede
Musikrichtung offensichtlich seine eigenen "Drogen" um sich in Stimmung zu bringen. Ich
vermute (im Hinblick auf Ausschank und Getränke-Einnahmen), dass 75% der Besucher mehr
oder weniger Alkohol konsumieren.
Frage 2: Für die Konzeption einer Smartphone-Anwendung ist der Grad der Trunkenheit
besonders zu beachten, da es eine Beeinträchtigung der Seh- und Koordinationsfähigkeit
bedeutet. Hast du einen Erfahrungswert, wie hoch der durchschnittliche Blutalkoholwert bei
angetrunkenen Gästen ist?
Antwort: Wie hoch der durchschnittliche Blutalkoholwert eines Festivalbesucher ist, vermag
ich nicht abzuschätzen, da man nie weiß, was dieser schon vorher konsumiert hat. Im
Durchschnitt gibt jeder Festivalbesucher 30€ für Getränke pro Tag aus. Da kann man es sich ja
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hochrechnen. Hier ist aber zu beachten, dass es viele Besucher gibt, die nichts oder so gut wie
gar nichts ausgeben.
Frage 3: Ein anderer Bereich, den ich in meiner Anwendung beachten möchte, ist die Tatsache,
dass auf Veranstaltungen persönliche Dinge verloren gehen. Bestimmt sind auch auf dem
WorldClubDome Dinge hinterlassen worden. Von welcher Anzahl sprechen wir da in etwa?
Antwort: An der öffentlichen Fundstelle der Arena können liegen gebliebene Gegenstände
wieder abgeholt werden. Erfahrungsgemäß werden dort viele Gegenstände von Festivalbesucher
abgegeben (rund 70 innerhalb von 3 Tagen).
Frage 4: Und wie seid ihr mit diesen Gegenständen umgegangen? Sind die Betroffenen direkt
an euch herangetreten? Und wie läuft die Abwicklung ab?
Antwort: Das Handling läuft über die Arena, die Besucher können sich ihre Gegenstände in den
nächsten Tagen abholen.
Frage 5: Ihr habt sicher trotzdem viele Anfragen bzgl. verlorener Gegenstände bekommen,
oder? Weil die Besucher ja erst einmal euch als Ansprechpartner sehen und nicht die Arena?
Antwort: Ja genau, die Besucher haben sich immer bei uns gemeldet, woraufhin wir Ihnen die
Kontaktdaten und Öffnungszeiten der Arena gegeben haben, damit sie dort vorbeischauen
konnten.
Frage 5: Kann eine solche Anfrage auf Legitimität überprüft werden?
Wir haben liegengebliebene Gegenstände stets an die Personen zurückgeschickt, wenn diese
sich gemeldet haben und nicht anders identifizierbar sind. Die meisten sind sehr dankbar für
ordnungsgemäße Abgabe ihrer Gegenstände.
Frage 6: Da eine solche Veranstaltung ein sehr kurzes Event ist, ist wahrscheinlich auch die
Zeit, welche die Benutzer zum Kennenlernen einer dazugehörigen mobilen Anwendung haben,
sehr gering. Ihr habt selber schon eine solche App angeboten; zu welchem Zeitpunkt wurde
diese von den meisten Installiert? Erst am Tag der Veranstaltung oder schon davor?
Antwort: In der Regel wird eine App mit Erscheinungsdatum heruntergeladen. So kann der
Festivalbesucher sicher stets über alle Neuigkeiten informiert zu werden. So bleibt auch
genügend Zeit sich mit dem beliebten Tool seinen ganz persönlichen festivalplan und Timetable
zu erstellen und diesen mit Freunden abzustimmen. Man geht nicht mehr auf Festivals um sich
einfach mitziehen zu lassen. Der Besuch ist aufs genaueste geplant.
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Frage 7: Um eine Anwendung auf das Zielpublikum anpassen zu können, spielen auch die
sprachlichen Voraussetzungen eine Rolle. Hattet ihr viele Besucher aus dem Ausland? Und
kommen diese Hauptsächlich aus dem englisch- oder anderssprachigen Ausland?
Antwort: Bei den World Club Domes lässt sich sagen, dass in etwa 2-4% von 40000 Besuchern
aus dem Ausland kommen, davon wiederum ca 90% aus dem nicht englischsprachigen Ausland.
Die anführenden Nationen sind sicherlich Italien, Frankreich, Niederlande, Spanien, aber auch
Länder in Südamerika.
Frage 8: Als nächstes geht es um ein etwas anderes Thema – nämlich Marketing. Ist Affiliate
Marketing eine Methode, welche unter Veranstaltern Andwendng findet?
Anfwort: Ja. Wir nutzen zwar keine Plattformen dafür aber man kennt sich ja untereinander
und da wird durchaus regelmäßig Werbeplatz gegen Werbeplatz getauscht. Das geht dann ganz
unkonventionell und ganz direkt von statten.
Frage 9: Mein letzter Punkt befasst sich mit dem Verkauf von Tickets und damit entstehenden Problem. In der Vergangenheit war zu erkennen, dass ihr über eure sozialen Kanäle speziell kurz vor Veranstaltungen vermehrt von fremden Ticketverkäufen warnt. Wieso ist das ein solches Problem?
Antwort: Unsere Tickets basieren auf einem Barcode, welcher einfach kopiert werden kann. Natürlich kommt es vor, dass Käufer ihre Tickets wieder legitimierweise hergeben möchten. Aber es ist dann weder für den Käufer, noch für uns nachvollziehbar, ob dahinter ein ehrlicher Wille steckt. Ein Verkäufer könnte zum Beispiel mit einer Kopie des Tickets immer noch Zugang zum Festival bekommen, wenn er vor seinem Käufer durch den Einlass geht. Damit ist das Ticket entwertet und der eigentliche Käufer gelangt nicht mehr auf das Gelände.
Auf der anderen Seite entstehen auch Schwarzmärkte mit extremen Preisen, die wir nicht kontrollieren können.
Anm. d. Red.: Das Interview wurde unter Beibehaltung des inhaltlichen Sinns auf Rechtschreibfehler korrigiert.
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VIII. Expert interview with Richard Littauer
Statement
Richard Littauer is a user experience expert and runs the website www.theuserisdrunk.com
where he analyized other websites in an intoxicated condition.
E-Mail:
Hi Richard, I came across your website "theUserIsDrunk.com" while working on my bachelor
thesis. I'm an Online Media student in Germany and currently about to finish my bachelor
degree. In my thesis I'm working on a concept for a smartphone application for German music
festivals.
One important aspect to consider is intoxicated users. And since it is very hard to find literature
about effects towards smartphone usage of drunk users, I thought that you could possibly help
me.
Because I'm still a student and this is for my thesis, I can't pay you. However, you will be
mentioned by name within my thesis as this would be an expert interview and so a scientific
research method.
Thanks,
Jens
R. Littauer: Hi Jens, Nice to hear from you! Where are you a student in Germany? I am a
student at Saarland University, actually, in a Master’s program I really ought to finish.
Question 1: Interesting for me would be things like what font size is the limit for users that
drank three beers or 5 shots of vodka, ... you name it.
Answer: Font size is variable, and so is focus and attention. There's no definitive font size.
However, you can probably test this to find what will most likely grab attention better.
Question 2: And what about navigation hierarchy? How deep should it maximal be so it doesn't
get too confusing
Answer: The same goes for navigation depth; this isn't a hard rule, it's a guideline. Design is
an art.
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There's been more than a few articles where I've given advice; I really encourage you to read
them, they will be better than my scattered thoughts here. Look at the press section
ontheuserisdrunk.com. Feel free to quote me for any of my thoughts there as personal
correspondence, too.
Also, there's been a few studies about drunk users, but I forget where. The main issue with
doing research - in public, at a university, as opposed to inside a company - is that it is
incredibly difficult, especially from a funding perspective. I know there have been studies with
people getting drunk for Linguistics research - that was my degree - but I'm not sure about UX.
Editor‘s note: The interview was corrected in terms of spelling, however, the meaning was
retained.