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Platforms & technology

When and where: Back to basics for public transport

The best public transit experiences provide riders with wayfinding and signaling which makes everyone, from tourist to commuter, able to navigate the system like a pro. People who are new can easily understand which train to catch, where to get on, when to transfer and when to get off. Those who ride it every day are able to relax, focus on entertainment or reading, and when their stop is reached, gracefully exit without confusion.

Every morning I ride the Bay Area Rapid Transit (BART) train from Berkeley to San Francisco. When I was new to BART, I spent my commute worrying that I was getting on the wrong train or missing my transfer. Now that I’m a regular, I stress about running to catch my train, and wonder whether I should try to cram myself into the packed car or wait for the next one which will have space.

There are many clever solutions that would rely on location-aware smart phones, but with over 30 miles of tunnels, cell signal is unreliable, if available at all. There are apps such as iBart Live which give riders access to live BART schedules on mobile devices. When these work, some of the trouble catching the right train and transferring is alleviated. When they don’t, because there is no signal or because the data is inaccurate, riders feel stranded and annoyed. At some point, the telecom infrastructure will be reliable enough to provide consistent, good information; but even then, there's will be more to be done to make things straightforward and easy for riders.

Outside the station

Riders have no visibility into the live train schedule until they reach the platform. Often this means running down the escalator as soon as you realize the train with the open doors is YOUR train, only to have the doors close before you can reach them.

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On the outside there is no way to know which train is approaching the station

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Give a heads-up to people before they enter the station. Knowing that my train is due in one minute I’d rush sooner and be able to make my train. Knowing that that the train I hear isn’t mine would allow me to step aside to let those who are tying to catch it move ahead.

Crappy interface embarrasses Sulu on national television—not cool

Wanna Bet is a new show on ABC wherein celebrities bet on whether “ordinary” people can accomplish extraordinary things. Whichever celebrity has the most money at the end of the program gets to donate it to the charity of his or her choice. The way it works is that the show introduces the ordinary person, describes the (usually very odd) action this person is going to attempt, and the celebrities write down their prediction and bet amount. The attempt is made, the person succeeds or fails, and then the celebrities reveal their bets to much fanfare.

So far so good, right? The trouble is that there is some kind of disconnect in the betting process. On the first episode George Takei (better known as Sulu from Star Trek) excitedly revealed that he had guessed correctly and had bet $20,000. The show’s hosts, however, informed him he had only bet $2,000. For anyone not employed as a designer of interactive systems, it looked like George Takei was having a senior moment. It was embarrassing. The other celebrities on the show spent the rest of the episode pretending to have flubbed their bets to make up for it.

So where’s the failure here? George Takei is getting on in years; maybe he’s just not very comfortable with technology. Leaving off a zero is an easy mistake, right? Maybe, except that in the very next episode of the show, the same thing happened to comedian Melissa Peterman who thought she bet $5,000 but “really” bet $6,000. She’s only 37 and sharp as a whip. The show is now two for two, and I would argue there is a failure in the system.

Slanty (and underhanded) Design

I’ve been entranced with the notion of Slanty Design ever since I read Russell Beale’s article about it in Communications of the ACM in 2007. For those of you who aren’t familiar with it, Slanty Design is kind of anti-affordance, a difficulty-of-use employed to achieve certain design decisions. I think even the acknowledgment of such tools mark a maturity of interaction design: it’s not solely about making things easy to use. (Just, perhaps, mostly?) Unfortunately, the use of slanty design isn’t always to encourage better behavior. Sometimes it’s just greed.

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