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A new way of maritime training

Conceptual UX case of a web-based training application for maritime professionals.
My work project at Wärtsilä.

The project background


The goal is to test a hypothesis of a new concept that helps to reduce training on shore and increase the possibilities to train the new product for the crew on the vessel itself. A concept product is a modern interactive tool that could be followed up and provide feedback for product development. The solution would have to support different versions of the software and as a result different updates for the training modules as well. 


Summary


As a UX Designer Trainee at Wärtsilä Voyage, I was responsible for creating a concept design of a web-based responsive application for our cruise ship customers to be used on a vessel bridge. Despite my lack of familiarity with the Maritime industry, I am a quick learner and always driven to create value for customers. I leveraged my research skills and ability to quickly acquire knowledge to successfully plan and execute the project in an agile environment.


Along the way, I collaborated with internal stakeholders and clients (Royal Caribbean, MSC Cruises) as well as conducted qualitative research with them to identify opportunities. I led this project alone and presented the status update in weekly meetings to get the perspective of senior designers and colleagues. During the traineeship, I utilized different methods such as persona, customer journey mapping, and business model canvas which helped me to design the best product experience and meet customers' needs. I created and upgraded interfaces in Figma by following Wärtsilä design system and accessibility guidelines and validated them with the end users. The received feedback was analyzed and incorporated into a new version of the prototype.



User study


Based on the results of the user study, I created a Business Model Canvas to list customer segments and key propositions that will make a customer happier.


Business Model Canvas
Business Model Canvas

After interviewing my colleagues who have a maritime background I summarized the data in form of a training journey map of an officer.


Training journey map
Training journey map

The next step was to identify what was needed for a reliable and efficient training application for all involved stakeholders: end users, customers and Wärtsilä. From this step forward I was able to better define the features and functions of the system and create all possible user flows and scenarios.


User flow
User flow

Low-fidelity prototype


Based on all the collected data I started to design a low-fidelity prototype in Figma with the Wärtsilä design system.



Menu screen
Menu screen

As a base for the Menu screen, I took the "kiosk design" approach.

  1. Anyone could start the training screen.

  2. Being authenticated to continue from last time.

  3. Wide range of users - Directions and cues should be obvious and not rely on standard online behavior.

  4. Completion of a specific task - The task and how to achieve it must be easily and quickly understood.

  5. Distractions, noise, and crowds - The location may be crowded and full of distractions. The main screen should have any information a user may need - available courses, and completed courses. It should provide clear on-screen directions, enough time to understand them, and good visual cues to prompt the next step.

  6. Simple. Don’t add features unless they’re genuinely needed. Revise and make it more simple.

  7. Auto log-out. To avoid the next user having a bad experience, integrate auto log-off or a sensor that detects when to start a new session.

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