To gather user requirements for LiveMap, we engaged in an extensive series of user interviews and performed a competitive analysis. For full user interview results, see our raw user data.

Interview Questions

Although each interview was unique, based on the themes and directions indicated by the individual, we asked each interviewee a set of nine baseline questions about their processes, practices, and devices that support wayfinding and exploration. All interviewees were asked:

  • When do you use maps?
  • What type(s) of maps do you use?
  • How would you use the maps that you choose? In what context would you use one type of map over another?
  • Describe a situation in which you would use a tool to help you find your way. Where would you look to find the right tool?
  • Have you ever used a GPS device? If so, in what context? What was your experience?
  • How do you find your way around when you travel, whether domestic or abroad? Do you perceive any differences between types of travel and your needs for finding your way around?
  • Would you ever ask for directions from someone, to assist you with finding your way? If so, what information is most helpful to you (i.e. street names, intersections, cardinal directions, landmarks)? If you were asking for directions, what questions would you ask?
  • When using a map, what if it did not solve your need or problem - what would you do next?
  • If you had a magic map with no constraints on format, information, technology, or anything else, how would it work? What would you like it to do? How would you see yourself using it?

Competitive Analysis

After talking with a large sample of potential LiveMap users, we performed a competitive analysis to study the types of wayfinding support mechanisms and interactive models that exist in the marketplace. Since no product with the same goal as LiveMap currently exists, we inspected a range of devices, from Etch-a-Sketches to paper maps and atlases to mobile and handheld rich interfaces.

We also looked at software and social media applications that support wayfinding, trip planning, exploration, and sharing of folk knowledge about a place, space, or environment. Particularly useful for our understanding were MIT's GIS Games for Kids, its iSpots project, and the iFind project. In addition, we found trip-planning sites like HopStop and folk knowledge collection mechanisms like Schmapplets now set the standard for geo-located interaction around specific places.