StandBy

  • Timeline:
    September - December 2024
  • Role:
    UX Designer & Researcher
  • Tools:
    Figma

Overview

StandBy introduces an innovative approach to idle waiting, fostering collaboration and engagement. Strategically placed by elevators in high-traffic areas such as residence halls, corporate buildings, hospitals, and malls, the interface features a large screen that captures the attention of users passing by or queuing up. These lobbies serve as transitional spaces where individuals—often strangers—gather briefly, typically avoiding interaction and filling time passively.

By introducing collaborative mini-games like Crossword, Hangman, and Sudoku, StandBy reimagines the waiting lobby, transforming it from a passive space into an interactive zone that encourages connection and entertainment. The kiosk’s visible and accessible placement ensures it captures attention easily, turning idle moments into opportunities for bonding and engagement.

Problem

Public waiting spaces are often dull and isolating, leaving individuals to pass time with passive distractions like scrolling through phones or watching repetitive screens. These idle moments are a missed opportunity for meaningful interaction or engagement.

Solution

StandBy turns transition & waiting times spent alone in public spaces into engaging social experiences and conversation starters. While most public waiting spaces focus on passive entertainment (e.g., screens showing news or ads), Standby creates active participation, transforming downtime into a social, interactive opportunity in common, busy spaces.

Research

The Method

Survey: We administered an online survey with multiple choice and free response questions to gauge the existing social scene surrounding the space we intend to work in. Questions included:
• How often do you use elevators?
• When you arrive at the elevator, what is the first thing you typically do?
• What emotions do you usually feel when waiting for the elevator?


Respondents on this survey were recruited through social networks (posting on social media etc.). All of our participants are college students at UCSD because the scope of our project is specific to public waiting spaces at UCSD. In total, we had 35 respondents between the ages of 19 and 22.

Key Findings

54.3%

of respondents describe themselves feeling "bored" while waiting for the elevator

82.9%

of respondents spend their time waiting for the elevator on their phone

48.6%

of respondents would either “probably” or “definitely” join a game with others at an elevator kiosk while waiting

Competitive Analysis: With our project being inspired by existing collaborative games such as crosswords and Wordle, we analyzed three competing products employing aspects of our prospective product.

Existing Literature: Through looking at the academic research surrounding social computing in environments similar to StandBy, the key takeaways we found were:

From "The waiting room as a relational space: young patients and their families’ experience in a day hospital" (Corsano et al, 2015)
• Both adults and kids experience boredom in waiting rooms
• Certain visual stimuli can increase the pleasantness of waiting for oncology patients

→ a kiosk with interactive visual stimuli may increase pleasantness while waiting for college students

From "Perceptions of Psychotherapy Waiting Rooms: Design Recommendations" (Noble and Devlin, 2021)
• Colorful environments with natural sounds reduce the stress experienced in waiting spaces
→ a more natural UI with more color and some background sounds could create a welcoming environment that encourages kiosk use

Prototyping

Session 1: We conducted our first prototyping session as follows:
Participants are split into groups of 4
• One participant calls the elevator
• Participants can explore the iPad on display and play a crossword together
• Participants play their chosen game on the kiosk screen
• The elevator arrives and a new group of ~3-4 participants enter the lobby

Iterations and session 2: After our initial prototyping session, we modified our prototype experience to include:
• Groups with participants who do not know each other to simulate a more realistic waiting experience
• More types of games offered for different levels of participation between group members, including an asynchronous option
• Multiple kiosks set up to make product scalable for groups of different sizes

“ I like the collaboration between groups, and the option to do something fun and creative during a moment of downtime! ”
— Session 1 & 2 Participant

Final Iteration

Key Features

Our final design emerged through iterative refinement, guided by feedback from instructors, teaching assistants, and two rounds of evaluations from classmates and instructional assistants during our prototype sessions in Weeks 8 and 10.

1. Varied Game Offerings
We created a diverse selection of games to accommodate different player preferences, group sizes, accessibility needs, and time constraints:
Game Types: Options like Worldle and Heardle cater to varied interests and abilities.
Continuity:
  • The Big Crossword lets players collaborate by building on previous users' progress throughout the day.
  • The Mini-Crossword offers a quick, self-contained experience with immediate feedback.
Time Frame: The Play Anywhere section supports asynchronous participation, enabling users to continue playing even after leaving the kiosk.

2. Team Leaderboard
To enhance engagement, we incorporated a team leaderboard that encourages collaboration, competition, and social interaction. Users can bond with others in the elevator lobby while pursuing shared goals.
Team Formation: When players participate together at the kiosk, they are auto-assigned a team number, and their collective scores are recorded on the leaderboard.
Scoring Mechanism: Points are awarded based on game-specific criteria, such as:
  • Time Efficiency: Faster completions earn higher scores (e.g., solving puzzles quickly).
  • Progress Contribution: For collaborative games like The Big Crossword, points reflect contributions (e.g., words added per minute).
  • Accuracy: Games like Worldle reward precise play by minimizing incorrect guesses.

By combining synchronous and asynchronous game options with competitive elements, we designed an inclusive, engaging experience tailored to diverse user needs.

See our final iteration below!

Next Steps

1. User-Testing in a Real-World Context
Our current prototypes were only tested in discussion sections where participants already knew each other and were familiar with the project. This limited our ability to see how strangers, unaware of being observed, would respond—especially due to the Hawthorne effect.

To address this, we plan to test the prototype in a busy elevator lobby on campus. This will allow us to observe whether users interact with the kiosk and how they engage with it throughout the day. Testing in a real-world setting will provide more accurate insights and help us refine the design before implementing it further.

2. Refine Game Offerings
During prototyping, we primarily featured New York Times Mini-Games in our interface. Users responded positively, but one person noted that these games are widely accessible on personal devices. This raises an important question: Why would users engage with the kiosk instead of simply playing on their phones?

To address this, we integrated additional games like the NYT big crossword and the Play Anywhere option. Moving forward, we aim to:
• Develop games unique to the kiosk—similar to Google’s well-known “No Internet Dino Game.”
• Research and identify games that specifically encourage collaboration and social interaction.

Feasibility

We believe the kiosk would be both feasible and impactful in real-world contexts. Kiosks are familiar technology, increasingly used in public spaces like cafes and restaurants. Other engagement tools—such as banners, speakers, or digital displays—have already proven effective at capturing user attention in similar environments.

A related study by Zambetta et al. on AR games at theme parks found that players perceived queue wait times to be five times shorter compared to non-players. This supports the principle we tested: an unoccupied mind focuses intensely on time, whereas a mentally engaged user experiences less discomfort during idle moments. Our kiosk would provide that mental engagement, reducing perceived wait times and fostering a more enjoyable experience.

Reflection

Mix and Match:
In our first user-testing session, participants interacted primarily within their familiar small groups, limiting “stranger-to-stranger” engagement. To fix this, we mixed participants who didn’t know each other in the second session. The result? Individuals who began alone eagerly joined groups, even with unfamiliar faces. This confirmed our hypothesis: quick, collaborative games help strangers connect.

Quick Games:

We expanded the variety of games in our second session to ensure there was something for everyone. Users became so engaged that we had to repeatedly remind them their “elevator” had arrived! Even after the session ended, some users continued playing the games on their personal devices, discussing them with others.

Through this process, we learned how small design tweaks—like variety and collaboration-focused games—can significantly enhance engagement and connection.