Hyperloop One; UX Case Study


The HyperLoop transportation system is a revolutionary way for transporting people through low-pressure tubes at unimaginable speeds. Traveling at approximately 600 mph, the new route opening between San Francisco and Los Angeles has been billed as a luxury, yet affordable commuting option for busy business class passengers. Including state-of-the-art entertainment options, The Hyperloop One Entertainment System is designed to provide Hyperloop passengers with a fully-immersive and personalized travel experience.

Growth Opportunity

Design an entertainment interface for the Hyperloop One system. How can passengers obtain a customized experience that effectively transports them from Point A to point B?


Created an entertainment interface that maximized customizability and convenience given movement constraints within the Hyperloop.

*This 2-week UX sprint was conducted with a UX team consisting of myself, Karina Ramos, and Michael Renggli, in efforts to fine tune UX skills and processes. The project is in no way affiliated with or commissioned by HyperLoop One.

1. Project Plan

What is the scope of this project? What is feasible given our constraints? How do we use each members strengths to deliver the most beneficial product to our end user?

Defining Scope & Constraints

In order to design for the first Hyperloop Entertainment system, our team first needed to familiarize ourselves with the technicalities behind the Hyperloop, and the constraints these technicalities might bring.

Hyperloop Components: Tube, Pods, Transporter

Through extensive research, we found that “tubes extending through regions of the world will provide low pressure environments that surround pods with a cushion of air. This will allow for pods to move safely at speeds of 600 miles per hour, like a puck gliding over an air hockey table ( Digital Trends, pg 1–4).”

CONSTRAINT — Because of the rapid speeds at which the Hyperloop will travel, pods currently prototyped and engineered by several organizations across the globe have one pivotal, overlapping, feature: slanted seats. As one could imagine, this would limit ones range of motion and ability to reach while the tube is traveling at high speeds.

ERGONOMICS — Due to constraints in motion presented by current slanted seat prototypes, our team designed an interface with an adjustable screen, so passengers can adjust the screen to their own arms reach. Once within one’s reach, passengers would be able to turn the screen on via the power button, and interact with the screen with taps and scrolls of the finger.

2. Research

How do we collect data and research in a way that will best inform our designs, and serve our intended target audience down the road?

Once we had a clear understanding of the technicalities and constraints built around the Hyperloop One system, we got to work recruiting the people that would most frequent the system: executives and frequent travelers

*The initial focus of our interviews with executives and travelers was what these segments did with their commute and travel time.

Interview Findings

Although the activities executives and travelers engaged with during their commute ended up varying from person to person, 100% of our interviewees said that they simply needed to relax, feel comfortable, and know exactly where they were going.

Site Map

The insight our team gathered from executive and traveler interviews guided us to our Minimal Viable Product, the journey dashboard. This was the core experience our team built out in the entertainment interface.


Within moments of figuring out our minimal viable product, our team started crafting and sending out surveys to prioritize journey dashboard features.

Journey Dashboard

Many of the of the crucial journey features uncovered by the surveys and interviews are included on our interface dashboard. Information on the dashboard is always present during the duration of the trip, providing value to business executives and frequent travelers who value where they are going.

3. Synthesize

What insights were gathered from research? How does that shape the direction of the final product — how users interact with the product?

Primary & Secondary Personas

From insights gathered from the research phase, our team created the following two personas.

Throughout the rest of this sprint, David and Kristin reminded us to design for the people behind the product instead of for the product itself.

User Flow

David’s persona ultimately allowed us to deepen our understanding of who we are designing for. He inspired a user flow that highlights the steps and procedures he would take to travel to San Francisco via the Hyperloop from his home office LA, all the way to his journey en route the Hyperloop.

4. Design & Iterate

Question, create, and test everything. How will the designs best serve people like David and Kristin?


Post understanding David’s user flow, it was time designing the interface for him. We held design studios, sketching and integrating only the best ideas into what would eventually become our first wireflow.

Sketched Wireflow

Based on our design studio, our team formed our first wireflow, mapping screens David will see when he boards the Hyperloop, all the way to the screens he will see en route to San Francisco.

Paper Prototype

Because there were different ideas that arose from design studio, such as whether to (A.) nest the pod controls or (B.) lay out pod controls like seat adjustments, temperature inside the pod, and lighting, we went back to user testing.

A paper prototype was made to conduct A/B Testing, and refine the overall flow of the interface. This lead to the creation of another low fidelity wireflow, which became the blueprint for our design.

Low Fidelity Wireflow

5. Transform

How do we best incorporate our designs into an interface that speaks to executives and travelers like David & Kristin?

Style & Branding

Although the Hyperloop is a technologically advanced and highly innovative travel experience, we wanted to keep our designs modest versus flashy based off our personas.

Sleek Grey Type — Technologically Advanced, Innovative

Pops of Purple and Blue — Colors that stimulate relaxation, a value stressed to us during user interviews

Rounded Buttons — Friendly user interface, adding human touches to an experience that could potentially be isolating

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