Université de Neuchâtel - Switzerland
Université de Neuchâtel - Switzerland
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Turning Waiting into a Guided Experience through Service Design

Project

Turning Waiting into a Guided Experience through Service Design

Industry
Services
Université de Neuchâtel Switzerland Service Design UX Research UX Design UI Design Design System

Impact

Challenges

challenges of the existing unine queuing system

Methodology

our process for the revamp of unine queuing system
  • Empathize
  • Define
  • Ideate the Solution
  • Prototype
  • Experience Validation
  • Design

Empathize with users

Waiting is rarely frustrating because of its length. It is frustrating because of its uncertainty. Ten known minutes feel shorter than five unknown ones, and almost everything that makes a public service queue unpleasant lives in that gap between how long people wait and how long the wait feels.

So we started before the screens. We studied how people actually behave in a service hall: what they look for on arrival, what they assume a ticket means, when they check the display, when they give up checking, and when they approach staff to ask the question the system should have answered.

We did the same on the other side of the counter because a queue that works for visitors but fights its employees is not a solved queue.

Waiting is rarely frustrating because of its length. It is frustrating because of its uncertainty.

Université de Neuchâtel in Switzerland

About the Research
 

Our research focused on the full arc of the waiting experience:

  • Behaviours, expectations and pain points across every stage of the wait
  • End-to-end journey mapping: from arrival and service selection, through ticket collection and waiting, to service completion
  • Friction mapping: isolating where unclear instructions, missing updates and uncertainty created anxiety and unnecessary staff interruptions
  • Two-sided needs analysis: visitors and service-counter employees studied as distinct user groups with distinct success criteria
  • Opportunity framing: translating findings into concrete, prioritised opportunities to improve flow and reduce perceived waiting time



The visitor arc


 Friction appeared wherever the service stopped communicating.

 

Visitors journey with friction points for the existing unine queuing system

Define

The research converged on a single insight: the system was operationally sound but communicatively silent. Visitors were not underserved, they were uninformed. Reframing the brief from managing queues to communicating progress changed what we needed to build.

 

From evidence to one reframed brief

Research findings clustered into four themes around a single systemic insight.

Insights from the unine research process

Personas

We built personas for both sides of the counter: visitors arriving with different levels of familiarity, language and urgency, and counter employees managing concurrent queues under time pressure. Each persona carried its own definition of a good experience, and the system had to satisfy all of them at once.

 

Two sides of the same queue

Different pressures. One shared definition of a good experience.

personas for unine research

Ideate the Solution

User Flows

We mapped the ecosystem as a set of interlocking flows rather than isolated apps: how a visitor selects a service and receives a ticket; how that ticket travels through the queue; how a counter employee calls, serves, redirects or reassigns it; and how every one of those actions surfaces in real time on the public display.

Getting these flows right early is what allowed one system to serve departments with genuinely different processes: the logic flexes, the experience stays consistent.

 

A ticket moving through one system

The logic flexes by department; the experience stays consistent.

unine Queue-management user flow

Wireframes

Wireframes were produced for every surface in the ecosystem — kiosk, public display, counter web app, admin console and tablet — and reviewed with University stakeholders and counter staff. Working across all five in parallel, rather than sequentially, kept the information architecture coherent: the same ticket, described the same way, wherever it appeared.

Prototype

Wireframes were elevated into high-fidelity, interactive prototypes covering the complete visitor and employee journeys. The goal was to make the system behave convincingly enough to be judged on experience rather than imagination — before a single line of production code was written.

Experience Validation

Prototype testing simulated the key journeys end to end, for both user groups:

  • Service selection and ticket issuance at the kiosk
  • Queue progression and real-time status updates on the public display
  • Counter-side operations: calling, serving, redirecting and reassigning visitors
  • Administrative configuration of services, queues, users and settings

Testing surfaced usability issues while they were still inexpensive to fix, refined the interaction model around how staff genuinely work, and gave stakeholders a shared, tangible reference point. By the time development began, the experience was settled, the build was an implementation exercise, not a discovery one.

 

Validated end-to-end before build

Four critical journeys tested with visitors, counter staff, and stakeholders.

Prototype testing journeys

Design Brought to Life

The delivered ecosystem spans an Admin Console, a Counter Web App, a Display App and TV & Tablet Apps: administration, service delivery and public communication unified in one scalable platform.

Six principles shaped every screen:

  • Certainty over speed. Show position, progress and estimated wait. Perceived time is the metric that matters.
  • One system, many configurations. Departments configure their own services, queues, users and workflows without a separate build.
  • Multilingual by default. French, German and English are equal citizens of the interface, not afterthoughts, a necessity in a multilingual canton.
  • Two sides, one language. Visitor-facing and staff-facing interfaces share vocabulary, states and structure, so nothing is lost in translation across the counter.
  • Legible at three metres. Public displays were designed for the distance they are actually read from: typography, contrast and hierarchy set for the room, not the desktop.
  • Calm by design. Restrained colour, generous space and quiet motion. A waiting room is not the place for a busy interface.

 

One ecosystem, five connected surfaces

The same ticket, state, and language stay coherent wherever they appear.

Full five-surface UI ecosystem

Takeaway

UX design, UI Design, Interaction Design, User-Centered Design

Testimonials

Client delight stories straight from the source

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