Back to the theater

Back to the theater

UX Capstone

Situation

As part of my individual UX Design Capstone Project, I undertook the challenge of redesigning the movie theater experience for Gen Z audiences. This project was conducted over one full semester (14 weeks) and addressed the declining relevance of movie theaters in today's digital age.

Team

Just me! This project was an independent design capstone.

Timeline

14 weeks, 7 weeks research and discovery, 5 weeks design and testing, 2 weeks deliverables

Task

My goal was to create a more attractive movie theater experience by redesigning both physical and digital components of the moviegoing journey. The project required comprehensive research, ideation, design, and prototyping to address pain points in the current experience and create solutions tailored to Gen Z preferences.

My role

  • UX research

  • User Journey Mapping

  • UX design

  • UI design

Tools used

I used some of my favorite tools such as Whimsical, Figjam, ProCreate, Figma, and Minecraft (yes, minecraft.)

Action

Research and discovery

Interviews

During the ideation phase, I interviewed four Gen-Z cinephiles to inform the design. Key insights revealed that they prefer watching movies with friends, are influenced by social buzz, and generally favor streaming at home. They're deterred by high prices and public distractions but are attracted to premium experiences and varied seating options in theaters. These findings, supported by secondary research and in-theater observations, guided the entire design process.

Secondary Research/Observation Findings

  • Gen Z tends to prioritize comfort and relaxation over immersive theater experiences. They prefer streaming movies at home, which offers a safe, controlled environment. This shift is reflected in declining theater attendance, with Americans seeing only 1.4 movies per year in theaters in 2021, compared to 4.8 movies annually from 2001-2007.

  • Gen Z enjoys watching movies with close friends but often dislikes the presence of strangers in theaters. They are drawn to nostalgic and comforting content.

  • While Gen Z appreciates connecting with peers, they find other people to be a source of frustration in movie theaters. This preference for controlled, comfortable environments has led to a significant shift towards home streaming and online content consumption among this generation.

Journey Mapping

Using my research findings, I was able to identify specific areas that caused trouble for users during the end-to-end experience of going to the cinema. The main areas that need to improve are...

Before Movie
  • Entering the Theater: Users feel an energy loss when they walk into a theater

  • Buying Tickets & Concessions: Users typically have to wait in lines that coincide with the rush of movies

During Movie
  • Navigating the Theater: Users feel neutral when walking to the theater and their seats, presenting an opportunity for improvement

  • Distractions: Users felt strongly about distractions from others during the movie, mostly related to loud talking, chewing, or phone usage

  • Bathroom Breaks: Users dislike the idea of leaving the theater during the movie and potentially missing the action

  • Connection: Users often feel like they can't connect with their peers in a public movie theater setting, which limits the impact of the shared experience between peers

Moving Forward

Based on my findings, I began ideating on solutions that could help make each of these journey stages more pleasant and tailored for Gen Z customers. With these ideas, I performed concept testing and body-storming to help push me to the final idea for my concept.

Ideation

I started by renaming my pain points to opportunity areas and thinking of ideas/suggestions to improve each area. I sketched some solutions and rapidly tested them before moving forward with the physical space design.


Entering the theater


Getting tickets and food


The journey to the theater and seats


Distractions and connecting


Bathroom breaks

Result

Digital Prototypes

Kiosk

  • Card-style navigation

  • 3-main steps for each lesson: Overview, Tutorial, and Test

  • Interactive components for hands-on learning

  • Live user feedback through a vertical button menu

  • Success messages upon lesson completion

Tablet

  • Hover and pressed states for components

  • Linear flow from home to lesson completion

  • Responsive design

  • Modified navigation bar

  • Real code blocks

  • Video demonstrations

Physical Prototype

Seating

Minecraft Build

End-to-End Walkthrough

Project Outcome

The project resulted in a comprehensive redesign of the movie theater experience tailored for Gen Z, addressing both physical and digital pain points. Key outcomes included:

  1. Enhanced lobby interactions and streamlined processes for tickets and concessions.

  2. Redesigned seating for improved comfort and social interaction.

  3. Integrated digital solutions for convenience and engagement.

Design Justification

Personalization

Digital touch-points allow users to have a personalized experience where the technology facilitates their needs and wants making for an independent, empowering experience.

Connection

Structural changes to the seating allow users to make deeper connections with their peers by facilitating conversation and eliminating social stigma and distractions.

Memory-making

As a new watching experience, this theater is sure to leave lasting memories with moviegoers but if that isn’t enough, there are several photo-ops and opportunities to preserve the experience.

Learning Outcome

The project instilled confidence in my design abilities, allowing me to tackle a large-scale problem and explore the full spectrum of experience design. It provided valuable practice in user interface design and prototyping, skills that proved beneficial in my subsequent internship. Overall, the project was an excellent opportunity to apply a wide range of skills and methodologies to create a unique solution for the movie theater industry.

Ethan Bartucca

UX/Product Designer

Ethan Bartucca is a passionate UX/Product Designer with a solid understanding of UX principles and a knack for creative problem-solving. He has practical experience through multiple internships and sponsored projects, developing skills in user research, ideation, UX design, prototyping, and more. Proficient in various design tools, Ethan is eager to join a design team to deliver high-quality user experiences.

let’s collaborate

let’s collaborate

let’s collaborate