Example of the on train dashboard, showing a route and TFL information
Wifi Entertainment Platform

Greater Anglia

In June 2019, Greater Anglia launched Wi-Fi on their stations and trains, covering their network in the South East of England.

We worked with their technology partner C3UK to establish this on-train and on-platform user experience strategy.

We’re going to walk you through the framework used to establish the strategy and explain the facets of the user experience and how it was established. The strategy was broken down into 4 stages: Problem framing, Customer, Brand space, and Business.

Showing on train information on mobile

Networking seamless public connectivity and content.

The core problem was that Wi-Fi connectivity and people’s experience of public Wi-Fi, i.e. outside offices, is terrible in the UK, particularly in retail areas around transport hubs, even though there was a boom in the shopping experience in these retail spaces in 2019.
C3’s offering had the power to hand users from one server to another to maintain the user experience, providing an opportunity to solve this problem and make the experience better.

A user is typically someone active with a piece of technology, and at this level, there is no system to use (yet). This phase’s output is a series of archetype profiles that are an amalgamation of behaviours, and we are still establishing the role(s) they play.
When it’s applied to the GA-Wi-Fi piece, 4 archetypical target groups use the service/product: Intercity Travellers, Weekenders, City Dwellers, Commuters.

Customer types

Intercity Traveler
They typically want to stay connected with friends and family, and work safely and reliably on the train without losing data. If they’re going to new places, they want information surfaced.

Weekender
They normally travel with friends or family and want personalised content. Their family bubble has phones and tablets and wants to share that digital connection. They are interested in the places they pass and their destination. They’re less worried about time but need to know train information.

 

Commuter

The classic commuter travels for their job which means they like to avoid crowds and want to work uninterrupted. Time poor and when they are not working, they want to catch up on news and emails. Arrival times are critical and disruption alerts are needed for them to stay informed. Connecting train information is also key.
A common pattern was that all users value reliable connectivity and ease of use. They want to stay socially connected and be continually informed and entertained, with a preference for medium-length content.

 

Brand Space

Moving into the brand space, we needed to understand and establish C3 Technology’s values, and what brand attributes could be transformed into its visual personality.
The importance of electing values is about unpacking them and exploring what they mean visually.
To get there you need to understand the company’s purpose, vision, how they see themselves doing business and what their grander mission is. You then bring it all down back to earth by determining what facets of the customer experience they prioritise as a business and how that can be expressed.

Brand Principles of C3

Values establishment allows exploration of a visual language

C3 is an enabler infrastructure brand and will mostly power TOCs across England and Scotland. They stand for no barriers (whether that be connectivity or people-centred service and inclusive workplace), offer great entertainment and provide smart communication.
Their vision is that you have reliable access to information and entertainment, everywhere you go.

We talked about platform restrictions, constraints and technical requirements, but the service’s concept meant we had enough to comprehensively create a service that met the brand’s ambitions and aligned with customer behaviour.

On train view from tablet, and mobile

Proposition success

Firstly having a benchmarked amount of activity per day and identifying that cost.

Secondly, identifying many passengers would be converted to portal users and purchase and consume PPV content as well as watching branded content.

Thirdly optimising content that is consumed the most and identifying an average revenue per customer metric and lastly benchmarking recommendations to other customers and brand sentiment.

An minimum viable feature set was defined that allowed the service to offer the basic user needs and balance revenue generation. That MVP user journey was the ability to connect and view travel information and watch video content.

The result of the above framework was the commission of creating the MVP and subsequent phases.

Showing the desktop player
On train detail view
Using Systems thinking to make sense of any subject matter
Information Architecture
Generative Research to find and frame problems
Research
Thinking around defining unique aesthetics for brand strategy
Brand Design
Thoughts around the future of brand narrative
Brand Strategy