NS ticket vending machines from left to right: the old zip-code based machine, left photo features the newer touch-screen models(newest model on the left, older model on the right).
[right picture taken from wikipedia]
design for walk-up-and-use
Designing good interfaces for the public domain is probably one of the hardest tasks there is. You need to cope with 'walk up and use'. People that don't know the product have to be able to use it right away. When considering a ticket vending machine for the railways you need to add to that an extremely diverse target group (from kids to seniors, from businessmen to the disabled). And everyone's in a hurry at the ticket machine, so you get nervous, feel rushed. Not a very comfortable situation. Imagine yourself having to use
this machine.
touch-screen designSo it's a tough situation to design for. And now it's time for a compliment. The
Dutch Railways (NS) have been working on improving their ticket vending machines for the last years. Granted, this was probably sparked by their ambition to have every passenger buy their tickets at the vending machines instead of at a desk, because of reduced cost. They started out with a machine where you had to punch the zip-code of your destination, which had to be selected from along list. This is a touch task if you're unfamiliar with your destination rushed. A few years ago they introduced a machine featuring a touch-screen, that guides you through the buying process (
presentation on the ticket machine at the Dutch sigchi chapter, in Dutch only). Recently they've updated the touch screen model, which I used several times now. And I must say, I'm impressed.

It's become much easier for example to buy multiple or complex tickets (say from Delft to Utrecht over Grongingen), undo steps, choose your method of payment. Try for yourself at the
interactive demo of the interface the NS provide on their website. Still, most people will not feel really comfortable when buying a ticket, but I think the NS are doing their part to make it as usable as possible. And you might say I'm biased, considering the fact that I'm Dutch, but here's a
second opinion about the machine from someone from abroad.
UPDATEAn update (improvement) of the user interface of the ticket vending machines led to a lot of confusion among train travellers for a few days. Read more
here.
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2 reactions:
"The Dutch Railways (NS) have been working on improving their ticket vending machines for the last years..." Those 'last years' started in 1936. In the 70ties they experimented with the Makomat. The machine was most of the time out of order. In the 80ties the b100 was used (www.humanefficiency.nl/public/b100d.jpg). In the 90ties the code machine still in use. The touch screen was introduced in 2000. Electronic ticketing is integrated in 2009 and a hell of o job. The sigchi chapter links is dead. The links is now: http://www.chi-nederland.nl/content/view/82/67/. The cognitive psychological basis for the ticket vending machines is on: www.humanefficiency.nl/designers_understanding.htm
I find the image you paint (on your website) of 'designers that can't understand their users' a bit too simplistic. First of all it makes me wonder what the 'designers' in your case were. Interaction designers? Or were they software developers that also did designing? I think it's true that there are designers that know too few principles of cognitive psychology, but in most university-based interaction design courses cognitive psychology is definitely a part of the curriculum. Too make a usable product you need both design skills and knowledge of cognitive psychology in your team. Sometimes both skills can be found in one person, sometimes not. So I disagree with your conclusion that designers can never understand their users.
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