UX Case Study

LEVEL UP

Smart Emotional Elevator

Timeline

Aug - Nov 2021

Role

UI/UX Design
Research
Spatial Design

Tools

Figma

Team

Individual Project

LevelUp project icon

LEVEL UP

a smart emotional elevator experience that turns waiting and riding into an enjoyable, restorative part of the workday

LEVEL UP aims to help office workers have a more enjoyable and relaxing experience while traveling inside and outside the elevator through the design of a mobile application and the design of the elevator interior. Users can enjoy relaxing games and immersed spatial experiences on elevator screens. The app combines functions of checking elevator status, gaming, and redeeming coupons after awards from the game.

concept         
statement

Nowadays, along with the rise of skyscrapers in cities, elevators start to take a relatively important role in our everyday building travels, especially in high-rise residential and office buildings. Often, they are surrounded by these feelings, both inside and outside the elevator:

tiring
Crowded
Time-wasting
Exhausted
boring
Anxious

Average Waiting Time by Hour

Minutes spent waiting per peak period

8 AM
12 PM
7 PM

Commuting to work in the morning takes the most waiting time because everyone in the building is traveling and walking upstairs is more tiring than walking down.

On the Break of Collapse

Are users driven crazy by the elevator?

95% Yes
Yes — 95% No — 5%

Most people feel bored during waiting because they have to pay attention to the elevator. While people with other stuff to do may miss the elevator due to the lack of attention.

Activities During Waiting

What do users do while waiting?

Doing nothing
55%
On their phone
35%
Chatting with others
10%

95% of the population responds that they are driven crazy by the elevator — no matter the long waiting time or the unsatisfied user experience during the travel.

Interview

I focused on office workers as the target group because their elevator use is the most purposeful and urgent — they have a time limit, a destination floor usually high in the building, and no real alternative. I interviewed workers across multiple high-rise buildings to capture a range of experiences.

"Every day, I have to arrive 15 minutes early just to catch the elevator — and I'm still late."

Ju, teacher at Xin Dong Fang — works across multiple high-rise buildings

"They assign workers which elevator to take, but most people just cut in line and squeeze into whatever arrives first."

Wang, employee at Hongqiao Dasha, Shanghai — 80-floor building

Challenge context or research insight

How can we move the elevator experience from frustrating and passive to enjoyable and restorative — without losing the efficiency users need?

Challenge framing or opportunity
User journey map: Going to Work and Going Back Home

Persona

Persona: Elena

"Every day I have to arrive 15 minutes early just to catch the elevator — and I'm still late."

Elena

28-year-old game developer

Years at building

2 years

Avg. elevator wait

30 minutes / day

Elena holds a well-paying job at a prestigious office building, but nobody sees the daily frustration behind it. Because she works on the 25th floor, the tiring elevator wait sets up an unproductive mood before she even reaches her desk. Being late has already cost her payment deductions.

Pain
  • Exhausted by long waiting time
  • Always late to work, payment deducted
  • No control or visibility over the situation
Goal
  • Arrive at destination floor quickly
  • Have an enjoyable, relaxing experience
  • Make better use of waiting time

Brainstorming

Brainstorming: affinity mapping

Problem & Opportunities

Problem & Opportunities Gap

Ideation

Ideation

Immersive Experience

  1. Incorporate elements of nature into the workplace.
  2. Use elevator walls as touchpoints to present immersive views.
  3. Offer different themes each day to provide freshness.

Nature Themes

  • Provide spatial harmony and variability.
  • Increase attachment to the environment.
  • Introduce a sense of mystery that allows for exploration and arousal.

Background Music

  • Let users escape a fast-paced life and enter peaceful, calm moments.
  • Use white noise music for concentration and meditation.

Public Information

  • Offer public information about building events during users’ free time.
  • Increase personal connection among people in the building.

Prototyping

Storyboard

Userflow

Userflow

Storyboard

Storyboard

Enjoy your elevator ride

Final Design 1 Final Design 2 Final Design 3 Final Design 4 Final Design 5

Visual System

Visual System

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